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Document parts of audio (#1000)
* Minor labelling * progress * play percentage -> delay * duration -> gatetime * more * more * more * seqIdx -> playerIdx * more * more * more * more * format * fix comment * filters * more * media * confusion * Sync load is actually slow load * AudioHeap prefix * more * more * reformat * more * more * AudioLoad * more * more * seq banks * more consistent * more * name last function in audio_load * More audio_synthesis * clean up audio tables * minor * slow/fast load ramAddr * format * remove unused * Remove union * remove padding * audio bank -> sound font * seqLayer -> layer * stuff * seqChannel -> channel * ChannelLayer -> Layer * remove define, add bug comment * format * more * cache enum * more * AudioSeq function prefix * naming * bankIdx -> bankId * more * format * review * more * fixes * avoid hardcoded sfxid's * SE -> Sfx Co-authored-by: zelda2774 <zelda2774@invalid>
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@@ -2837,7 +2837,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
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actorCtx->targetCtx.unk_90 = NULL;
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}
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func_800F89E8(&actor->projectedPos);
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Audio_StopSfxByPos(&actor->projectedPos);
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Actor_Destroy(actor, globalCtx);
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newHead = Actor_RemoveFromCategory(globalCtx, actorCtx, actor);
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