Pushed the final changes that got audio working!
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+22
-2
@@ -10,6 +10,7 @@
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#include <string.h>
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#include <math.h>
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#include "decomp/audio/external.h"
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#include "decomp/include/PR/os_cont.h"
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#include "decomp/engine/math_util.h"
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#include "decomp/include/sm64.h"
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@@ -135,8 +136,27 @@ SM64_LIB_FN void sm64_global_terminate( void )
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memory_terminate();
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}
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SM64_LIB_FN struct AudioBanks sm64_asset_load_audio_banks( uint8_t *rom ) {
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return load_audio_banks( rom );
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SM64_LIB_FN void sm64_audio_init( uint8_t *rom ) {
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load_audio_banks( rom );
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}
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#define SAMPLES_HIGH 544
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#define SAMPLES_LOW 528
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extern SM64_LIB_FN uint32_t sm64_audio_tick( uint32_t numQueuedSamples, uint32_t numDesiredSamples, int16_t *audio_buffer ) {
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DEBUG_PRINT("sm64_tick_audio()");
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DEBUG_PRINT("- update game sound");
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update_game_sound();
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DEBUG_PRINT("- create next audio buffer");
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u32 num_audio_samples = numQueuedSamples < numDesiredSamples ? SAMPLES_HIGH : SAMPLES_LOW;
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for (int i = 0; i < 2; i++)
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{
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create_next_audio_buffer(audio_buffer + i * (2 * num_audio_samples), num_audio_samples);
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}
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return num_audio_samples;
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}
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SM64_LIB_FN void sm64_static_surfaces_load( const struct SM64Surface *surfaceArray, uint32_t numSurfaces )
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