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Shipwright/soh
David Racine eafafe507e fix: seqLoadStatus OOB reads/writes for custom SAF sequences (#6917)
Custom SAF sequence IDs can exceed sequenceMapSize, causing out-of-bounds
reads/writes on the seqLoadStatus byte array (sized exactly sequenceMapSize).

This is the direct cause of intermittent battle music failure with BGM packs
(issue #5706): on the second encounter, AudioLoad_SyncLoadSeq reads a garbage
value from heap memory past seqLoadStatus[] and may find 1 (loading in
progress), causing it to return NULL early — the sequence player is never
initialized and no battle music plays.

Symmetric fix to the fontLoadStatus guards in PR #6916:
- AudioLoad_IsSeqLoadComplete: return true for OOB seqIds (custom SAF
  sequences are resource-manager-backed, not in the async-load status table)
- AudioLoad_SetSeqLoadStatus: skip update for seqId >= sequenceMapSize
- AudioLoad_SyncLoadSeq: skip the in-progress check for OOB seqIds

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-03 21:05:07 +00:00
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