diff --git a/src/audio/external.c b/src/audio/external.c index 0817f74c4..5a4b63033 100644 --- a/src/audio/external.c +++ b/src/audio/external.c @@ -1056,13 +1056,7 @@ static void select_current_sounds(u8 bank) { & (SOUND_DISCRETE | SOUNDARGS_MASK_STATUS); if (isDiscreteAndStatus >= (SOUND_DISCRETE | SOUND_STATUS_PLAYING) && sSoundBanks[bank][sCurrentSound[bank][i]].soundStatus != SOUND_STATUS_STOPPED) { -//! @bug On JP, if a discrete sound that lowers the background music is -// interrupted in this way, it will keep the background music low afterward. -// There are only a few of these sounds, and it probably isn't possible to do -// it in practice without using a time stop glitch like triple star spawn. -#ifndef VERSION_JP update_background_music_after_sound(bank, sCurrentSound[bank][i]); -#endif sSoundBanks[bank][sCurrentSound[bank][i]].soundBits = NO_SOUND; sSoundBanks[bank][sCurrentSound[bank][i]].soundStatus = SOUND_STATUS_STOPPED; @@ -1197,14 +1191,7 @@ static f32 get_sound_volume(u8 bank, u8 soundIndex, f32 volumeRange) { #endif if (sSoundBanks[bank][soundIndex].soundBits & SOUND_VIBRATO) { -#ifdef VERSION_JP - //! @bug Intensity is 0 when the sound is far away. Due to the subtraction below, it is possible to end up with a negative intensity. - // When it is, objects with a volumeRange of 1 can still occasionally be lightly heard. - if (intensity != 0.0) -#else - if (intensity >= 0.08f) -#endif - { + if (intensity >= 0.08f) { intensity -= (f32)(gAudioRandom & 0xf) / US_FLOAT(192.0); } } diff --git a/src/audio/load_sh.c b/src/audio/load_sh.c index 68ae08672..0aec91cb3 100644 --- a/src/audio/load_sh.c +++ b/src/audio/load_sh.c @@ -375,14 +375,12 @@ s32 func_sh_802f3024(s32 bankId, s32 instId, s32 arg2) { if (instr->normalRangeHi != 0x7F) { func_sh_802f2f38(instr->highNotesSound.sample, bankId); } - //! @bug missing return } else if (instId == 0x7F) { drum = get_drum(bankId, arg2); if (drum == NULL) { return -1; } func_sh_802f2f38(drum->sound.sample, bankId); - return 0; } return 0; }