Pushed the final changes that got audio working!
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@@ -24,11 +24,20 @@ extern u32 gAudioRandom;
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extern f32 gAudioVolume;
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extern u8 gAudioReverb;
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struct Sound {
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s32 soundBits;
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f32 *position;
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}; // size = 0x8
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extern struct Sound sSoundRequests[0x100];
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extern u8 sSoundRequestCount;
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extern u8 gAudioSPTaskYieldBuffer[]; // ucode yield data ptr; only used in JP
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struct SPTask *create_next_audio_frame_task(void);
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void create_next_audio_buffer(s16 *samples, u32 num_samples);
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void audio_signal_game_loop_tick(void);
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void update_game_sound(void);
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void seq_player_fade_out(u8 player, u16 fadeDuration);
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void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration);
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void seq_player_lower_volume(u8 player, u16 fadeDuration, u8 percentage);
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@@ -41,7 +50,6 @@ void stop_sounds_from_source(f32 *pos);
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void stop_sounds_in_continuous_banks(void);
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void sound_banks_disable(u8 player, u16 bankMask);
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void sound_banks_enable(u8 player, u16 bankMask);
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void func_80320A4C(u8 bankIndex, u8 arg1);
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void set_sound_moving_speed(u8 bank, u8 speed);
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void play_dialog_sound(u8 dialogID);
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void play_music(u8 player, u16 seqArgs, u16 fadeTimer);
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