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Document Sequence Cutscene Effects (Sequence 109) (#1246)
* Seq 109 docs * Fix * Reorder function name
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@@ -253,7 +253,7 @@ u8 sSeqFlags[0x6E] = {
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0, // NA_BGM_STAFF_4
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0, // NA_BGM_FIRE_BOSS
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0x8, // NA_BGM_TIMED_MINI_GAME
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0, // NA_BGM_VARIOUS_SFX
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0, // NA_BGM_CUTSCENE_EFFECTS
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};
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s8 sSpecReverbs[20] = { 0, 0, 0, 0, 0, 0, 0, 40, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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@@ -4084,10 +4084,10 @@ void Audio_ResetSfxChannelState(void) {
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sAudioCodeReverb = 0;
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}
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void func_800F3F3C(u8 arg0) {
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void Audio_PlayCutsceneEffectsSequence(u8 csEffectType) {
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if (gSoundBankMuted[0] != 1) {
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Audio_StartSeq(SEQ_PLAYER_BGM_SUB, 0, NA_BGM_VARIOUS_SFX);
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Audio_SeqCmd8(SEQ_PLAYER_BGM_SUB, 0, 0, arg0);
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Audio_StartSeq(SEQ_PLAYER_BGM_SUB, 0, NA_BGM_CUTSCENE_EFFECTS);
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Audio_SeqCmd8(SEQ_PLAYER_BGM_SUB, 0, 0, csEffectType);
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}
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}
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@@ -5201,7 +5201,7 @@ void Audio_StartNatureAmbienceSequence(u16 playerIO, u16 channelMask) {
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u8 channelIdx;
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if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_WINDMILL) {
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func_800F3F3C(0xF);
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Audio_PlayCutsceneEffectsSequence(SEQ_CS_EFFECTS_RAINFALL);
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return;
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}
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