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Reorganize Audio Files & Name Remaining Audio Files (#1494)
* reorganize audio files * audio code files * split audio and libaudio * audio_init_params to audio_configuration * simplify file names * move aisetnextbuf to libaudio * move src/audio -> src/code/audio * adjust makefile comment * reorganize again into internal/external * adjust comment * restructure again
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#include "ultra64.h"
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#include "global.h"
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// sSfxRequests ring buffer endpoints. read index <= write index, wrapping around mod 256.
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u8 gSfxRequestWriteIndex = 0;
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u8 gSfxRequestReadIndex = 0;
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/**
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* Array of pointers to arrays of SfxBankEntry of sizes: 9, 12, 22, 20, 8, 3, 5
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*
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* 0 : Player Bank size 9
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* 1 : Item Bank size 12
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* 2 : Environment Bank size 22
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* 3 : Enemy Bank size 20
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* 4 : System Bank size 8
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* 5 : Ocarina Bank size 3
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* 6 : Voice Bank size 5
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*/
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SfxBankEntry* gSfxBanks[7] = {
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D_8016BAD0, D_8016BC80, D_8016BEC0, D_8016C2E0, D_8016C6A0, D_8016C820, D_8016C8B0,
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};
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u8 gSfxBankSizes[ARRAY_COUNT(gSfxBanks)] = {
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ARRAY_COUNT(D_8016BAD0), ARRAY_COUNT(D_8016BC80), ARRAY_COUNT(D_8016BEC0), ARRAY_COUNT(D_8016C2E0),
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ARRAY_COUNT(D_8016C6A0), ARRAY_COUNT(D_8016C820), ARRAY_COUNT(D_8016C8B0),
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};
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u8 gSfxChannelLayout = 0;
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u16 D_801333D0 = 0;
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// The center of the screen in projected coordinates.
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// Gives the impression that the sfx has no specific location
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Vec3f gSfxDefaultPos = { 0.0f, 0.0f, 0.0f };
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// Reused as either frequency or volume multiplicative scaling factor
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// Does not alter or change frequency or volume
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f32 gSfxDefaultFreqAndVolScale = 1.0f;
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s32 D_801333E4 = 0; // unused
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// Adds no reverb to the existing reverb
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s8 gSfxDefaultReverb = 0;
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s32 D_801333EC = 0; // unused
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u8 D_801333F0 = 0;
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u8 gAudioSfxSwapOff = 0;
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u8 D_801333F8 = 0;
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s32 D_801333FC = 0; // unused
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u8 gSeqCmdWritePos = 0;
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u8 gSeqCmdReadPos = 0;
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u8 gStartSeqDisabled = false;
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u8 gAudioDebugPrintSeqCmd = true;
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u8 gSoundModeList[] = {
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SOUNDMODE_STEREO,
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SOUNDMODE_HEADSET,
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SOUNDMODE_SURROUND,
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SOUNDMODE_MONO,
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};
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u8 gAudioSpecId = 0;
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u8 D_80133418 = 0;
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