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PlayCryHeader and related wram
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@ -2352,72 +2352,87 @@ LoadMusic: ; e8b30
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; e8b79
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PlayCry: ; e8b79
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; input: de = cry id
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; Play cry de using parameters:
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; CryPitch
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; CryEcho
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; CryLength
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call MusicOff
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; load cry id
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; Overload the music id with the cry id
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ld hl, MusicID
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ld [hl], e
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inc hl
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ld [hl], d
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; seek pointer table
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; 3-byte pointers (bank, address)
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ld hl, Cries
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add hl, de
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add hl, de
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add hl, de
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; get bank
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ld a, [hli]
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ld [MusicBank], a
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; get address
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ld e, [hl]
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inc hl
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ld d, [hl]
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; read cry header
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; get byte at bank:address
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; Read the cry's sound header
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call FarLoadMusicByte
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; get top 2 bits (# chs)
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; Top 2 bits contain the number of channels
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rlca
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rlca
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and a, $03
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inc a ; ch count -> loop count
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and a, 3
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; For each channel:
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inc a
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.loop
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push af
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call LoadChannel
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ld hl, Channel1Flags - Channel1
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add hl, bc
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set 5, [hl]
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ld hl, Channel1Flags2 - Channel1
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add hl, bc
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set 4, [hl]
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ld hl, $0027
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ld hl, Channel1CryPitch - Channel1
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add hl, bc
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ld a, [$c2b0]
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ld a, [CryPitch]
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ld [hli], a
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ld a, [$c2b1]
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ld a, [CryEcho]
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ld [hl], a
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; are we on the last channel? (music & sfx)
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; No tempo for channel 4
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ld a, [CurChannel]
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and a, $03
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cp a, $03
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and a, 3
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cp 3
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jr nc, .start
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; update tempo
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; Tempo is effectively length
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ld hl, Channel1Tempo - Channel1
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add hl, bc
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ld a, [$c2b2]
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ld a, [CryLength]
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ld [hli], a
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ld a, [$c2b3]
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ld a, [CryLength+1]
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ld [hl], a
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.start
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call StartChannel
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ld a, [$c2bc]
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and a
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jr z, .next
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; play cry from the side of the monster it's coming from (stereo only)
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; outside of battles cries play on both tracks
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; is stereo on?
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; Stereo only: Play cry from the monster's side.
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; This only applies in-battle.
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ld a, [Options]
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bit 5, a ; stereo
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jr z, .next
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; and [Tracks], [CryTracks]
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; [Tracks] &= [CryTracks]
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ld hl, Channel1Tracks - Channel1
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add hl, bc
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ld a, [hl]
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@ -2426,21 +2441,25 @@ PlayCry: ; e8b79
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ld hl, Channel1Tracks - Channel1
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add hl, bc
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ld [hl], a
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.next
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pop af
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dec a
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jr nz, .loop
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; save current volume
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; Cries play at max volume, so we save the current volume for later.
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ld a, [LastVolume]
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and a
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jr nz, .end
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ld a, [Volume]
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ld [LastVolume], a
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; cries have max volume
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ld a, $77
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ld [Volume], a
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.end
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ld a, $01 ; stop playing music
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ld a, 1 ; stop playing music
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ld [SFXPriority], a
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call MusicOn
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ret
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66
main.asm
66
main.asm
@ -3392,7 +3392,71 @@ StartMusic: ; 3b97
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ret
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; 3bbc
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INCBIN "baserom.gbc",$3bbc,$3c23 - $3bbc
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INCBIN "baserom.gbc",$3bbc,$3be3 - $3bbc
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PlayCryHeader: ; 3be3
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; Play a cry given parameters in header de
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push hl
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push de
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push bc
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push af
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; Save current bank
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ld a, [$ff9d]
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push af
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; Cry headers are stuck in one bank.
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ld a, BANK(CryHeaders)
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ld [$ff9d], a
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ld [$2000], a
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; Each header is 6 bytes long:
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ld hl, CryHeaders
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add hl, de
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add hl, de
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add hl, de
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add hl, de
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add hl, de
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add hl, de
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; Header struct:
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; id
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ld e, [hl]
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inc hl
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ld d, [hl]
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inc hl
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; pitch
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ld a, [hli]
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ld [CryPitch], a
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; echo
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ld a, [hli]
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ld [CryEcho], a
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; length
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ld a, [hli]
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ld [CryLength], a
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ld a, [hl]
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ld [CryLength+1], a
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; That's it for the header
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ld a, BANK(PlayCry)
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ld [$ff9d], a
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ld [$2000], a
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call PlayCry
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; Restore bank
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pop af
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ld [$ff9d], a
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ld [$2000], a
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pop af
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pop bc
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pop de
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pop hl
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ret
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; 3c23
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StartSFX: ; 3c23
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; sfx id order is by priority (highest to lowest)
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17
wram.asm
17
wram.asm
@ -168,7 +168,13 @@ Channel1VibratoRate: ; c121
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ds 1
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; c126
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ds 1
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ds 7
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; c127
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ds 1
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Channel1CryPitch: ; c128
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ds 1
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Channel1CryEcho: ; c129
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ds 1
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ds 4
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Channel1NoteLength: ; c12e
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; # frames per 16th note
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ds 1
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@ -278,9 +284,14 @@ MusicFadeIDLo: ; c2a9
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ds 1
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MusicFadeIDHi: ; c2aa
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ds 1
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ds 9
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ds 5
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CryPitch: ; c2b0
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ds 1
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CryEcho: ; c2b1
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ds 1
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CryLength: ; c2b2
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ds 2
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LastVolume: ; c2b4
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; preserves volume of a song playing so cries can have their own volume
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ds 1
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ds 1
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SFXPriority: ; c2b6
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