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Misc Cleanup 2 (#1521)
* begin cleanup * more cleanup * more cleanup * more cleanup * more cleanup * more cleanup * fake matches * more cleanup * more cleanup * small thing * PR Review * PR Review
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@@ -5721,11 +5721,7 @@ void Audio_SetSequenceMode(u8 seqMode) {
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if (seqMode != (sPrevSeqMode & 0x7F)) {
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if (seqMode == SEQ_MODE_ENEMY) {
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// If only seqMode = SEQ_MODE_ENEMY (Start)
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if (gActiveSeqs[SEQ_PLAYER_BGM_SUB].volScales[1] - sBgmEnemyVolume < 0) {
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volumeFadeInTimer = -(gActiveSeqs[SEQ_PLAYER_BGM_SUB].volScales[1] - sBgmEnemyVolume);
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} else {
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volumeFadeInTimer = gActiveSeqs[SEQ_PLAYER_BGM_SUB].volScales[1] - sBgmEnemyVolume;
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}
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volumeFadeInTimer = ABS_ALT(gActiveSeqs[SEQ_PLAYER_BGM_SUB].volScales[1] - sBgmEnemyVolume);
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AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_SUB, VOL_SCALE_INDEX_BGM_SUB, sBgmEnemyVolume,
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volumeFadeInTimer);
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@@ -139,7 +139,7 @@ void* AudioLoad_DmaSampleData(uintptr_t devAddr, size_t size, s32 arg2, u8* dmaI
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s32 bufferPos;
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u32 i;
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if ((arg2 != 0) || (*dmaIndexRef >= gAudioCtx.sampleDmaListSize1)) {
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if (arg2 || (*dmaIndexRef >= gAudioCtx.sampleDmaListSize1)) {
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for (i = gAudioCtx.sampleDmaListSize1; i < gAudioCtx.sampleDmaCount; i++) {
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dma = &gAudioCtx.sampleDmas[i];
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bufferPos = devAddr - dma->devAddr;
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@@ -162,11 +162,11 @@ void* AudioLoad_DmaSampleData(uintptr_t devAddr, size_t size, s32 arg2, u8* dmaI
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}
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}
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if (arg2 == 0) {
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if (!arg2) {
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goto search_short_lived;
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}
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if (gAudioCtx.sampleDmaReuseQueue2RdPos != gAudioCtx.sampleDmaReuseQueue2WrPos && arg2 != 0) {
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if ((gAudioCtx.sampleDmaReuseQueue2RdPos != gAudioCtx.sampleDmaReuseQueue2WrPos) && arg2) {
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// Allocate a DMA from reuse queue 2, unless full.
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dmaIndex = gAudioCtx.sampleDmaReuseQueue2[gAudioCtx.sampleDmaReuseQueue2RdPos];
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gAudioCtx.sampleDmaReuseQueue2RdPos++;
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@@ -1073,7 +1073,7 @@ void* AudioLoad_AsyncLoadInner(s32 tableType, s32 id, s32 nChunks, s32 retData,
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s32 loadStatus;
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SoundFont* soundFont;
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u32 realId = AudioLoad_GetRealTableIndex(tableType, id);
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u32 pad;
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s32 pad;
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switch (tableType) {
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case SEQUENCE_TABLE:
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@@ -1638,7 +1638,7 @@ void AudioLoad_ProcessAsyncLoadUnkMedium(AudioAsyncLoad* asyncLoad, s32 resetSta
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void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
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u32 retMsg = asyncLoad->retMsg;
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u32 fontId;
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u32 pad;
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s32 pad;
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OSMesg doneMsg;
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u32 sampleBankId1;
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u32 sampleBankId2;
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@@ -27,13 +27,13 @@ void AudioPlayback_InitSampleState(Note* note, NoteSampleState* sampleState, Not
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u64 pad;
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u8 strongLeft;
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u8 strongRight;
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f32 vel;
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f32 velocity;
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u8 pan;
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u8 targetReverbVol;
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StereoData stereoData;
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s32 stereoHeadsetEffects = note->playbackState.stereoHeadsetEffects;
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vel = subAttrs->velocity;
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velocity = subAttrs->velocity;
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pan = subAttrs->pan;
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targetReverbVol = subAttrs->targetReverbVol;
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stereoData = subAttrs->stereoData;
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@@ -116,11 +116,11 @@ void AudioPlayback_InitSampleState(Note* note, NoteSampleState* sampleState, Not
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volRight = gDefaultPanVolume[0x7F - pan];
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}
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vel = 0.0f > vel ? 0.0f : vel;
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vel = 1.0f < vel ? 1.0f : vel;
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velocity = 0.0f > velocity ? 0.0f : velocity;
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velocity = 1.0f < velocity ? 1.0f : velocity;
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sampleState->targetVolLeft = (s32)((vel * volLeft) * (0x1000 - 0.001f));
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sampleState->targetVolRight = (s32)((vel * volRight) * (0x1000 - 0.001f));
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sampleState->targetVolLeft = (s32)((velocity * volLeft) * (0x1000 - 0.001f));
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sampleState->targetVolRight = (s32)((velocity * volRight) * (0x1000 - 0.001f));
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sampleState->gain = subAttrs->gain;
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sampleState->filter = subAttrs->filter;
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@@ -821,7 +821,7 @@ s32 AudioScript_SeqLayerProcessScriptStep4(SequenceLayer* layer, s32 cmd) {
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u8 semitone = cmd;
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u16 sfxId;
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s32 semitone2;
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s32 vel;
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s32 velocity;
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f32 time;
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f32 tuning;
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s32 speed2;
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@@ -896,10 +896,10 @@ s32 AudioScript_SeqLayerProcessScriptStep4(SequenceLayer* layer, s32 cmd) {
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if (layer->portamento.mode != PORTAMENTO_MODE_OFF) {
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portamento = &layer->portamento;
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vel = (semitone > layer->portamentoTargetNote) ? semitone : layer->portamentoTargetNote;
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velocity = (semitone > layer->portamentoTargetNote) ? semitone : layer->portamentoTargetNote;
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if (instrument != NULL) {
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tunedSample = AudioPlayback_GetInstrumentTunedSample(instrument, vel);
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tunedSample = AudioPlayback_GetInstrumentTunedSample(instrument, velocity);
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sameTunedSample = (layer->tunedSample == tunedSample);
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layer->tunedSample = tunedSample;
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tuning = tunedSample->tuning;
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