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musicmanager.c
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#include <gbdk/platform.h>
#include <stdint.h>
#include "compat.h"
#include "musicmanager.h"
#include "sfxplayer.h"
volatile uint8_t music_current_track_bank = MUSIC_STOP_BANK;
volatile uint8_t music_mute_mask = MUTE_MASK_NONE;
const MUSIC_MODULE * music_next_track;
uint8_t music_play_isr_counter = 0;
uint8_t music_play_isr_pause = FALSE;
volatile uint8_t music_sfx_priority = MUSIC_SFX_PRIORITY_MINIMAL;
uint8_t music_tick_mask = MUSIC_TICK_MASK_256HZ;
void music_play_isr(void) NONBANKED {
if (sfx_play_bank != SFX_STOP_BANK) {
music_driver_mute(music_mute_mask);
if (!sfx_play_isr()) {
#if defined(NINTENDO)
music_driver_mute(MUTE_MASK_NONE);
music_driver_reset_wave();
#endif
#ifdef FORCE_CUT_SFX
music_sound_cut_mask(music_mute_mask);
#endif
music_mute_mask = MUTE_MASK_NONE;
music_sfx_priority = MUSIC_SFX_PRIORITY_MINIMAL;
sfx_play_bank = SFX_STOP_BANK;
}
}
if (music_play_isr_pause) return;
if (music_current_track_bank == MUSIC_STOP_BANK) return;
if (++music_play_isr_counter & music_tick_mask) return;
uint8_t save_bank = _current_bank;
CAMERA_SWITCH_ROM(music_current_track_bank);
if (music_next_track) {
music_sound_cut();
music_driver_load(music_next_track);
music_next_track = 0;
} else {
music_driver_tick();
}
CAMERA_SWITCH_ROM(save_bank);
}
void music_pause(uint8_t pause) {
if (music_play_isr_pause = pause) music_sound_cut();
}