Add SurfaceFlags, and more formatting :)
This commit is contained in:
+36
-80
@@ -864,15 +864,11 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples)
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*/
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static void process_sound_request(u32 bits, f32 *pos)
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{
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u8 bank;
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u8 soundIndex;
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u8 counter = 0;
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u8 soundId;
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f32 dist;
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const f32 one = 1.0f;
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bank = (bits & SOUNDARGS_MASK_BANK) >> SOUNDARGS_SHIFT_BANK;
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soundId = (bits & SOUNDARGS_MASK_SOUNDID) >> SOUNDARGS_SHIFT_SOUNDID;
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u8 bank = (bits & SOUNDARGS_MASK_BANK) >> SOUNDARGS_SHIFT_BANK;
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u8 soundId = (bits & SOUNDARGS_MASK_SOUNDID) >> SOUNDARGS_SHIFT_SOUNDID;
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if (soundId >= sNumSoundsPerBank[bank] || sSoundBankDisabled[bank])
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{
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@@ -880,7 +876,7 @@ static void process_sound_request(u32 bits, f32 *pos)
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return;
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}
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soundIndex = sSoundBanks[bank][0].next;
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u8 soundIndex = sSoundBanks[bank][0].next;
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while (soundIndex != 0xff && soundIndex != 0)
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{
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//DEBUG_PRINT("process_sound_request: soundIndex %d\n", soundIndex);
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@@ -938,7 +934,7 @@ static void process_sound_request(u32 bits, f32 *pos)
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// Allocate from free list
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soundIndex = sSoundBankFreeListFront[bank];
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dist = sqrtf(pos[0] * pos[0] + pos[1] * pos[1] + pos[2] * pos[2]) * one;
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f32 dist = sqrtf(pos[0] * pos[0] + pos[1] * pos[1] + pos[2] * pos[2]) * one;
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sSoundBanks[bank][soundIndex].x = &pos[0];
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sSoundBanks[bank][soundIndex].y = &pos[1];
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sSoundBanks[bank][soundIndex].z = &pos[2];
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@@ -965,11 +961,9 @@ static void process_sound_request(u32 bits, f32 *pos)
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*/
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static void process_all_sound_requests(void)
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{
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struct Sound *sound;
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while (sSoundRequestCount != sNumProcessedSoundRequests)
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{
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sound = &sSoundRequests[sNumProcessedSoundRequests];
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struct Sound *sound = &sSoundRequests[sNumProcessedSoundRequests];
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process_sound_request(sound->soundBits, sound->position);
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sNumProcessedSoundRequests++;
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//DEBUG_PRINT("processed sounds: %d\n", sNumProcessedSoundRequests);
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@@ -1019,11 +1013,7 @@ static void update_background_music_after_sound(u8 bank, u8 soundIndex)
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*/
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static void select_current_sounds(u8 bank)
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{
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u32 isDiscreteAndStatus;
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u8 latestSoundIndex;
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u8 i;
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u8 j;
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u8 soundIndex;
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u32 liveSoundPriorities[16] = {
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0x10000000, 0x10000000, 0x10000000, 0x10000000,
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0x10000000, 0x10000000, 0x10000000, 0x10000000,
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@@ -1039,15 +1029,14 @@ static void select_current_sounds(u8 bank)
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
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};
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u8 numSoundsInBank = 0;
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u8 requestedPriority;
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//
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// Delete stale sounds and prioritize remaining sounds into the liveSound arrays
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//
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soundIndex = sSoundBanks[bank][0].next;
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u8 soundIndex = sSoundBanks[bank][0].next;
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while (soundIndex != 0xff)
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{
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latestSoundIndex = soundIndex;
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u8 latestSoundIndex = soundIndex;
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// If a discrete sound goes 10 frames without being played (because it is too low
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// priority), then mark it for deletion
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@@ -1093,8 +1082,8 @@ static void select_current_sounds(u8 bank)
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+ *sSoundBanks[bank][soundIndex].z * *sSoundBanks[bank][soundIndex].z)
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* 1;
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requestedPriority = (sSoundBanks[bank][soundIndex].soundBits & SOUNDARGS_MASK_PRIORITY)
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>> SOUNDARGS_SHIFT_PRIORITY;
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u8 requestedPriority = (sSoundBanks[bank][soundIndex].soundBits & SOUNDARGS_MASK_PRIORITY)
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>> SOUNDARGS_SHIFT_PRIORITY;
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// Recompute priority, possibly based on the sound's source position relative to the
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// camera.
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@@ -1127,7 +1116,7 @@ static void select_current_sounds(u8 bank)
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if (liveSoundPriorities[i] >= sSoundBanks[bank][soundIndex].priority)
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{
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// Shift remaining sounds to the right
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for (j = sMaxChannelsForSoundBank[bank] - 1; j > i; j--)
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for (u8 j = sMaxChannelsForSoundBank[bank] - 1; j > i; j--)
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{
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liveSoundPriorities[j] = liveSoundPriorities[j - 1];
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liveSoundIndices[j] = liveSoundIndices[j - 1];
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@@ -1185,8 +1174,8 @@ static void select_current_sounds(u8 bank)
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}
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// If the sound is discrete and is playing, then delete it
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isDiscreteAndStatus = sSoundBanks[bank][sCurrentSound[bank][i]].soundBits
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& (SOUND_DISCRETE | SOUNDARGS_MASK_STATUS);
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u32 isDiscreteAndStatus = sSoundBanks[bank][sCurrentSound[bank][i]].soundBits
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& (SOUND_DISCRETE | SOUNDARGS_MASK_STATUS);
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if (isDiscreteAndStatus >= (SOUND_DISCRETE | SOUND_STATUS_PLAYING)
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&& sSoundBanks[bank][sCurrentSound[bank][i]].soundStatus != SOUND_STATUS_STOPPED)
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{
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@@ -1259,17 +1248,15 @@ static void select_current_sounds(u8 bank)
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*/
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static f32 get_sound_pan(f32 x, f32 z)
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{
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f32 absX;
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f32 absZ;
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f32 pan;
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absX = x < 0 ? -x : x;
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f32 absX = x < 0 ? -x : x;
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if (absX > AUDIO_MAX_DISTANCE)
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{
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absX = AUDIO_MAX_DISTANCE;
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}
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absZ = z < 0 ? -z : z;
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f32 absZ = z < 0 ? -z : z;
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if (absZ > AUDIO_MAX_DISTANCE)
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{
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absZ = AUDIO_MAX_DISTANCE;
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@@ -1476,9 +1463,7 @@ void audio_signal_game_loop_tick(void)
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void update_game_sound(void)
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{
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u8 soundStatus;
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u8 i;
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u8 soundId;
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u8 bank;
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u8 channelIndex = 0;
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u8 soundIndex;
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#if defined(VERSION_JP) || defined(VERSION_US)
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@@ -1493,11 +1478,11 @@ void update_game_sound(void)
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return;
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}
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for (bank = 0; bank < SOUND_BANK_COUNT; bank++)
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for (u8 bank = 0; bank < SOUND_BANK_COUNT; bank++)
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{
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select_current_sounds(bank);
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for (i = 0; i < MAX_CHANNELS_PER_SOUND_BANK; i++)
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for (u8 i = 0; i < MAX_CHANNELS_PER_SOUND_BANK; i++)
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{
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soundIndex = sCurrentSound[bank][i];
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@@ -1890,7 +1875,6 @@ void update_game_sound(void)
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void seq_player_play_sequence(u8 player, u8 seqId, u16 arg2)
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{
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u8 targetVolume;
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u8 i;
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if (player == SEQ_PLAYER_LEVEL)
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{
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@@ -1900,7 +1884,7 @@ void seq_player_play_sequence(u8 player, u8 seqId, u16 arg2)
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sMusicDynamicDelay = 2;
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}
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for (i = 0; i < CHANNELS_MAX; i++)
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for (u8 i = 0; i < CHANNELS_MAX; i++)
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{
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D_80360928[player][i].remainingFrames = 0;
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}
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@@ -1968,8 +1952,7 @@ void seq_player_fade_out(u8 player, u16 fadeDuration)
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*/
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void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration)
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{
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u8 i;
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for (i = 0; i < CHANNELS_MAX; i++)
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for (u8 i = 0; i < CHANNELS_MAX; i++)
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{
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fade_channel_volume_scale(player, i, targetScale, fadeDuration);
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}
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@@ -1980,11 +1963,9 @@ void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration)
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*/
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static void fade_channel_volume_scale(u8 player, u8 channelIndex, u8 targetScale, u16 fadeDuration)
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{
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struct ChannelVolumeScaleFade *temp;
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if (gSequencePlayers[player].channels[channelIndex] != &gSequenceChannelNone)
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{
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temp = &D_80360928[player][channelIndex];
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struct ChannelVolumeScaleFade *temp = &D_80360928[player][channelIndex];
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temp->remainingFrames = fadeDuration;
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temp->velocity = (targetScale / US_FLOAT(127.0)
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- gSequencePlayers[player].channels[channelIndex]->volumeScale)
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@@ -1999,10 +1980,8 @@ static void fade_channel_volume_scale(u8 player, u8 channelIndex, u8 targetScale
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*/
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static void func_8031F96C(u8 player)
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{
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u8 i;
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// Loop over channels
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for (i = 0; i < CHANNELS_MAX; i++)
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for (u8 i = 0; i < CHANNELS_MAX; i++)
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{
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if (gSequencePlayers[player].channels[i] != &gSequenceChannelNone
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&& D_80360928[player][i].remainingFrames != 0)
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@@ -2037,18 +2016,12 @@ static void func_8031F96C(u8 player)
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*/
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void process_level_music_dynamics(void)
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{
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u32 conditionBits;
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u16 tempBits;
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UNUSED u16 pad;
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u8 musicDynIndex;
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u8 condIndex;
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u8 i;
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u8 j;
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s16 conditionValues[8];
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u8 conditionTypes[8];
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s16 dur1;
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s16 dur2;
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u16 bit;
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func_8031F96C(0);
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func_8031F96C(2);
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@@ -2067,14 +2040,14 @@ void process_level_music_dynamics(void)
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return;
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}
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conditionBits = sLevelDynamics[gCurrLevelNum][1] & 0xff00;
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musicDynIndex = (u8)sLevelDynamics[gCurrLevelNum][1] & 0xff;
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i = 2;
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u32 conditionBits = sLevelDynamics[gCurrLevelNum][1] & 0xff00;
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u8 musicDynIndex = (u8)sLevelDynamics[gCurrLevelNum][1] & 0xff;
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u8 i = 2;
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while (conditionBits & 0xff00)
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{
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j = 0;
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condIndex = 0;
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bit = 0x8000;
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u8 j = 0;
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u8 condIndex = 0;
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u16 bit = 0x8000;
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while (j < 8)
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{
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if (conditionBits & bit)
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@@ -2163,14 +2136,12 @@ void process_level_music_dynamics(void)
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void unused_8031FED0(u8 player, u32 bits, s8 arg2)
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{
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u8 i;
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if (arg2 < 0)
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{
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arg2 = -arg2;
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}
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for (i = 0; i < CHANNELS_MAX; i++)
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for (u8 i = 0; i < CHANNELS_MAX; i++)
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{
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if (gSequencePlayers[player].channels[i] != &gSequenceChannelNone)
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{
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@@ -2311,9 +2282,7 @@ static u8 begin_background_music_fade(u16 fadeDuration)
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*/
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void set_audio_muted(u8 muted)
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{
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u8 i;
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for (i = 0; i < SEQUENCE_PLAYERS; i++)
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for (u8 i = 0; i < SEQUENCE_PLAYERS; i++)
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{
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#if defined(VERSION_EU) || defined(VERSION_SH)
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if (muted)
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@@ -2402,10 +2371,9 @@ void sound_init(void)
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// (unused)
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void get_currently_playing_sound(u8 bank, u8 *numPlayingSounds, u8 *numSoundsInBank, u8 *soundId)
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{
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u8 i;
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u8 count = 0;
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for (i = 0; i < sMaxChannelsForSoundBank[bank]; i++)
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for (u8 i = 0; i < sMaxChannelsForSoundBank[bank]; i++)
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{
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if (sCurrentSound[bank][i] != 0xff)
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{
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@@ -2458,12 +2426,9 @@ void stop_sound(u32 soundBits, f32 *pos)
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*/
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void stop_sounds_from_source(f32 *pos)
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{
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u8 bank;
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u8 soundIndex;
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for (bank = 0; bank < SOUND_BANK_COUNT; bank++)
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for (u8 bank = 0; bank < SOUND_BANK_COUNT; bank++)
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{
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soundIndex = sSoundBanks[bank][0].next;
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u8 soundIndex = sSoundBanks[bank][0].next;
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while (soundIndex != 0xff)
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{
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if (sSoundBanks[bank][soundIndex].x == pos)
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@@ -2510,9 +2475,7 @@ void stop_sounds_in_continuous_banks(void)
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*/
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void sound_banks_disable(UNUSED u8 player, u16 bankMask)
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{
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u8 i;
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for (i = 0; i < SOUND_BANK_COUNT; i++)
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for (u8 i = 0; i < SOUND_BANK_COUNT; i++)
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{
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if (bankMask & 1)
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{
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@@ -2527,9 +2490,7 @@ void sound_banks_disable(UNUSED u8 player, u16 bankMask)
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*/
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static void disable_all_sequence_players(void)
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{
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u8 i;
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for (i = 0; i < SEQUENCE_PLAYERS; i++)
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for (u8 i = 0; i < SEQUENCE_PLAYERS; i++)
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{
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sequence_player_disable(&gSequencePlayers[i]);
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}
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@@ -2540,9 +2501,7 @@ static void disable_all_sequence_players(void)
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*/
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void sound_banks_enable(UNUSED u8 player, u16 bankMask)
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{
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u8 i;
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for (i = 0; i < SOUND_BANK_COUNT; i++)
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for (u8 i = 0; i < SOUND_BANK_COUNT; i++)
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{
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if (bankMask & 1)
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{
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@@ -2658,7 +2617,6 @@ void play_music(u8 player, u16 seqArgs, u16 fadeTimer)
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*/
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void stop_background_music(u16 seqId)
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{
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u8 foundIndex;
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u8 i;
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if (sBackgroundMusicQueueSize == 0)
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@@ -2668,7 +2626,7 @@ void stop_background_music(u16 seqId)
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// If sequence is not found, remove an empty queue item (the next empty
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// queue slot).
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foundIndex = sBackgroundMusicQueueSize;
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u8 foundIndex = sBackgroundMusicQueueSize;
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// Search for the sequence.
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for (i = 0; i < sBackgroundMusicQueueSize; i++)
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@@ -2829,8 +2787,6 @@ void func_80321080(u16 fadeTimer)
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*/
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void func_803210D4(u16 fadeDuration)
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{
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u8 i;
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if (sHasStartedFadeOut)
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{
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return;
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@@ -2854,7 +2810,7 @@ void func_803210D4(u16 fadeDuration)
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#endif
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}
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for (i = 0; i < SOUND_BANK_COUNT; i++)
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for (u8 i = 0; i < SOUND_BANK_COUNT; i++)
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{
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if (i != SOUND_BANK_MENU)
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{
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