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Bug fixes + Feature implementations #1
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* A sequence using bank 0 no longer causes an exception * Mono mode is now set to true by default, i think this is the correct behavior
* Fixed pitch bend sign extension * Tie commands now stop all of a track's active channels (on or off)
…e 2 opcodes work with them atm because laziness)
…d restarting ssar playback button
… popping with finetune pitch
…mple instrument play at the same time
…er 0 wasnt being detected)
a note with duration 0, mono or not, will have the note play until its sample ends (or forever if the sample loops) (source: Nintendo's own documentation) a note with duration 0 when mono, will have the same as above occur, but will also have the track rest until that note channel, and no other channel, ends. this fixes the NSMB Wanted minigame voice clip echoes [NCS_SE_MGT_LUIGI_RIGHT_M0 (ID: 75) and etc]
…e in tie-in notes)
…e the note play with the wrong program [SM64: NCS_SE_PT_METAL_HIP_ATTACK (ID: 166)]
…LOON_JUMP (ID: 190)]
… fixes numerous issues caused by the state of the sequence changing after the note command is sent, leading to the notes being played wrong.
…g them [SM64: NCS_SE_PT_STEP_HIT (ID: 182)] Source: pret decomp; SND_seq.c
…AP_W (ID: 183), NCS_SE_VO_RET_NOCAP_L (ID: 119)]
…nyone can be a ripper™!
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This WIP pull request aims to fix bugs and implement missing features in the player, as well as extend existing functionality mostly to allow SSAR playback.
Implemented features:
Bug fixes:
Frontend features:
What still needs fixing: