diff options
Diffstat (limited to 'src/audio/seqplayer.c')
| -rw-r--r-- | src/audio/seqplayer.c | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/src/audio/seqplayer.c b/src/audio/seqplayer.c index c25eb8196..08354d231 100644 --- a/src/audio/seqplayer.c +++ b/src/audio/seqplayer.c @@ -733,14 +733,15 @@ void seq_channel_layer_process_script(struct SequenceChannelLayer* layer) { if (seqChannel) {} } -u8 get_instrument(struct SequenceChannel *seqChannel, u8 instId, struct Instrument **instOut, struct AdsrSettings *adsr) { - struct CtlEntry *bank = GameEngine_LoadBank(seqChannel->bankId); - if(instId >= bank->numInstruments) { +u8 get_instrument(struct SequenceChannel* seqChannel, u8 instId, struct Instrument** instOut, + struct AdsrSettings* adsr) { + struct CtlEntry* bank = GameEngine_LoadBank(seqChannel->bankId); + if (instId >= bank->numInstruments) { *instOut = NULL; return 0; } struct Instrument* inst = bank->instruments[instId]; - if(inst == NULL) { + if (inst == NULL) { *instOut = NULL; return 0; } @@ -911,9 +912,9 @@ void sequence_channel_process_script(struct SequenceChannel* seqChannel) { case 0xEB: { cmd = m64_read_u8(state); - struct AudioSequenceData *sequence = GameEngine_LoadSequence(seqPlayer->seqId); + struct AudioSequenceData* sequence = GameEngine_LoadSequence(seqPlayer->seqId); cmd = sequence->banks[cmd]; - if(IS_BANK_LOAD_COMPLETE(cmd)) { + if (IS_BANK_LOAD_COMPLETE(cmd)) { seqChannel->bankId = cmd; } } @@ -1009,9 +1010,9 @@ void sequence_channel_process_script(struct SequenceChannel* seqChannel) { case 0xC6: { cmd = m64_read_u8(state); - struct AudioSequenceData *sequence = GameEngine_LoadSequence(seqPlayer->seqId); + struct AudioSequenceData* sequence = GameEngine_LoadSequence(seqPlayer->seqId); cmd = sequence->banks[cmd]; - if(IS_BANK_LOAD_COMPLETE(cmd)) { + if (IS_BANK_LOAD_COMPLETE(cmd)) { seqChannel->bankId = cmd; } break; @@ -1214,7 +1215,7 @@ void sequence_player_process_sequence(struct SequencePlayer* seqPlayer) { if (seqPlayer->enabled == false) { return; } - + GameEngine_LoadSequence(seqPlayer->seqId); GameEngine_LoadBank(seqPlayer->defaultBank[0]); |
