diff --git a/src/audio/heap.c b/src/audio/heap.c index c1d35952..986b4877 100644 --- a/src/audio/heap.c +++ b/src/audio/heap.c @@ -1137,8 +1137,8 @@ void init_reverb_us(s32 presetId) s8 reverbConsole; #endif - reverbWindowSize = gReverbSettings[presetId].windowSize; - gReverbDownsampleRate = gReverbSettings[presetId].downsampleRate; + reverbWindowSize = gReverbSettings[0].windowSize; + gReverbDownsampleRate = gReverbSettings[0].downsampleRate; #if defined(BETTER_REVERB) && (defined(VERSION_US) || defined(VERSION_JP)) if (gIsConsole) reverbConsole = betterReverbDownsampleConsole; // Console! @@ -1196,7 +1196,7 @@ void init_reverb_us(s32 presetId) gSynthesisReverb.unkC = 0; gSynthesisReverb.curFrame = 0; gSynthesisReverb.bufSizePerChannel = reverbWindowSize; - gSynthesisReverb.reverbGain = gReverbSettings[presetId].gain; + gSynthesisReverb.reverbGain = gReverbSettings[0].gain; gSynthesisReverb.framesLeftToIgnore = 2; if (!sAudioFirstBoot) { @@ -1256,6 +1256,7 @@ void audio_reset_session(struct AudioSessionSettings *preset, s32 presetId) { temporary_pool_clear(&gSeqLoadedPool.temporary); temporary_pool_clear(&gBankLoadedPool.temporary); temporary_pool_clear(&gUnusedLoadedPool.temporary); + reset_bank_and_seq_load_status(); init_reverb_us(presetId); return; @@ -1275,6 +1276,7 @@ void audio_reset_session(void) { temporary_pool_clear(&gSeqLoadedPool.temporary); temporary_pool_clear(&gBankLoadedPool.temporary); temporary_pool_clear(&gUnusedLoadedPool.temporary); + reset_bank_and_seq_load_status(); init_reverb_eu(); return; @@ -1479,8 +1481,9 @@ void audio_reset_session(void) { } init_reverb_eu(); -#endif +#else init_reverb_us(presetId); +#endif init_sample_dma_buffers(gMaxSimultaneousNotes); diff --git a/src/game/game_init.c b/src/game/game_init.c index 1aae3323..d688315c 100644 --- a/src/game/game_init.c +++ b/src/game/game_init.c @@ -796,7 +796,7 @@ void thread5_game_loop(UNUSED void *arg) { if (gPlayer1Controller->buttonPressed & L_TRIG) { //*(volatile int*) 0 = 0; - set_background_music(SEQ_MENU_FILE_SELECT, SEQUENCE_ARGS(0xFF, SEQ_MENU_FILE_SELECT), 30); + set_background_music(SEQ_LEVEL_SLIDE, SEQUENCE_ARGS(0xFF, SEQ_LEVEL_SLIDE), 30); } if (gPlayer1Controller->buttonPressed & R_TRIG) {