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Decompile audioPostEvent
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11 files changed
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@@ -1985,7 +1985,7 @@ glabel var7f1ac1b0
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/* f096830: 24050010 */ addiu $a1,$zero,0x10
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/* f096834: 00008825 */ or $s1,$zero,$zero
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/* f096838: 8fa60060 */ lw $a2,0x60($sp)
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/* f09683c: 0c00d492 */ jal func00033e50
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/* f09683c: 0c00d492 */ jal audioPostEvent
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/* f096840: afa80068 */ sw $t0,0x68($sp)
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/* f096844: 10000014 */ beqz $zero,.NB0f096898
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/* f096848: 8fa80068 */ lw $t0,0x68($sp)
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@@ -6110,7 +6110,7 @@ glabel var7f1ac320
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/* f09ab70: 460a1482 */ mul.s $f18,$f2,$f10
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/* f09ab74: 46126401 */ sub.s $f16,$f12,$f18
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/* f09ab78: e7b00034 */ swc1 $f16,0x34($sp)
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/* f09ab7c: 0c00cf94 */ jal func00033e50
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/* f09ab7c: 0c00cf94 */ jal audioPostEvent
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/* f09ab80: 8fa60034 */ lw $a2,0x34($sp)
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.L0f09ab84:
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/* f09ab84: 00002025 */ or $a0,$zero,$zero
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@@ -6440,7 +6440,7 @@ glabel var7f1ac320
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/* f09ab70: 460a1482 */ mul.s $f18,$f2,$f10
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/* f09ab74: 46126401 */ sub.s $f16,$f12,$f18
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/* f09ab78: e7b00034 */ swc1 $f16,0x34($sp)
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/* f09ab7c: 0c00cf94 */ jal func00033e50
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/* f09ab7c: 0c00cf94 */ jal audioPostEvent
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/* f09ab80: 8fa60034 */ lw $a2,0x34($sp)
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.L0f09ab84:
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/* f09ab84: 00002025 */ or $a0,$zero,$zero
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@@ -6761,7 +6761,7 @@ glabel var7f1ac320
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/* f098b88: 460a1482 */ mul.s $f18,$f2,$f10
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/* f098b8c: 46126401 */ sub.s $f16,$f12,$f18
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/* f098b90: e7b00030 */ swc1 $f16,0x30($sp)
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/* f098b94: 0c00d492 */ jal func00033e50
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/* f098b94: 0c00d492 */ jal audioPostEvent
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/* f098b98: 8fa60030 */ lw $a2,0x30($sp)
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.NB0f098b9c:
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/* f098b9c: 8fbf002c */ lw $ra,0x2c($sp)
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@@ -6915,7 +6915,7 @@ const char var7f1ab898[] = "rofftime";
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//
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// tmp = 1.0f - frac * 0.4f;
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//
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// func00033e50(handle, 16, *(s32 *)&tmp);
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// audioPostEvent(handle, 16, *(s32 *)&tmp);
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// }
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//
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//#if VERSION >= VERSION_NTSC_1_0
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@@ -7722,7 +7722,7 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
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handle = sndStart(var80095200, SFX_HIT_WATER, NULL, -1, -1, -1, -1, -1);
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if (handle) {
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func00033e50(handle, 16, *(s32 *)&speed);
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audioPostEvent(handle, 16, *(s32 *)&speed);
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}
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#if VERSION >= VERSION_NTSC_1_0
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@@ -7748,7 +7748,7 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
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handle = sndStart(var80095200, SFX_FIREEMPTY, NULL, -1, -1, -1, -1, -1);
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if (handle) {
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func00033e50(handle, 16, *(s32 *)&speed);
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audioPostEvent(handle, 16, *(s32 *)&speed);
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}
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#if VERSION >= VERSION_NTSC_1_0
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@@ -8129,7 +8129,7 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
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handle1 = sndStart(var80095200, SFX_EQUIP_HORIZONSCANNER, 0, -1, -1, -1, -1, -1);
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if (handle1) {
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func00033e50(handle1, 16, *(s32 *)&speed1);
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audioPostEvent(handle1, 16, *(s32 *)&speed1);
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}
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#if VERSION >= VERSION_NTSC_1_0
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@@ -8172,7 +8172,7 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
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handle2 = sndStart(var80095200, SFX_PICKUP_GUN, 0, -1, -1, -1, -1, -1);
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if (handle2) {
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func00033e50(handle2, 16, *(s32 *)&speed2);
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audioPostEvent(handle2, 16, *(s32 *)&speed2);
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}
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#if VERSION >= VERSION_NTSC_1_0
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@@ -8190,7 +8190,7 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
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handle3 = sndStart(var80095200, SFX_PICKUP_GUN, 0, -1, -1, -1, -1, -1);
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if (handle3) {
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func00033e50(handle3, 16, *(s32 *)&speed3);
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audioPostEvent(handle3, 16, *(s32 *)&speed3);
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}
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#if VERSION >= VERSION_NTSC_1_0
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@@ -18480,11 +18480,11 @@ glabel var7f1ac8b8
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/* f0a3dcc: 44064000 */ mfc1 $a2,$f8
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/* f0a3dd0: 00000000 */ nop
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.L0f0a3dd4:
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/* f0a3dd4: 0c00cf94 */ jal func00033e50
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/* f0a3dd4: 0c00cf94 */ jal audioPostEvent
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/* f0a3dd8: 8e04074c */ lw $a0,0x74c($s0)
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/* f0a3ddc: 8e04074c */ lw $a0,0x74c($s0)
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/* f0a3de0: 24050010 */ addiu $a1,$zero,0x10
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/* f0a3de4: 0c00cf94 */ jal func00033e50
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/* f0a3de4: 0c00cf94 */ jal audioPostEvent
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/* f0a3de8: 8fa60034 */ lw $a2,0x34($sp)
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.L0f0a3dec:
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/* f0a3dec: 8faa0044 */ lw $t2,0x44($sp)
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@@ -18793,11 +18793,11 @@ glabel var7f1ac8b8
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/* f0a3dcc: 44064000 */ mfc1 $a2,$f8
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/* f0a3dd0: 00000000 */ nop
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.L0f0a3dd4:
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/* f0a3dd4: 0c00cf94 */ jal func00033e50
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/* f0a3dd4: 0c00cf94 */ jal audioPostEvent
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/* f0a3dd8: 8e04074c */ lw $a0,0x74c($s0)
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/* f0a3ddc: 8e04074c */ lw $a0,0x74c($s0)
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/* f0a3de0: 24050010 */ addiu $a1,$zero,0x10
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/* f0a3de4: 0c00cf94 */ jal func00033e50
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/* f0a3de4: 0c00cf94 */ jal audioPostEvent
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/* f0a3de8: 8fa60034 */ lw $a2,0x34($sp)
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.L0f0a3dec:
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/* f0a3dec: 8faa0044 */ lw $t2,0x44($sp)
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@@ -24365,7 +24365,7 @@ void bgunTickMaulerCharge(void)
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* its speed is adjusted, the game raises the priority of the main
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* thread (this thread) to above the audio thread's priority so that
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* the audio thread cannot execute and start playing the audio
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* between the calls to sndStart and func00033e50. But this pattern
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* between the calls to sndStart and audioPostEvent. But this pattern
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* is not done here.
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*
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* There is a known issue where the Mauler charge sound is played
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@@ -24389,7 +24389,7 @@ void bgunTickMaulerCharge(void)
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if (hand->matmot1 < 0.1f || !charging) {
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audioStop(hand->audiohandle);
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} else {
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func00033e50(hand->audiohandle, 16, *(s32 *)&speed);
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audioPostEvent(hand->audiohandle, 16, *(s32 *)&speed);
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}
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}
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}
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