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Fixed soundfont issues
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@ -1176,9 +1176,13 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
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if (seqPlayer->defaultFont != 0xFF)
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if (seqPlayer->defaultFont != 0xFF)
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{
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{
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SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqPlayer->seqId]);
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SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqPlayer->seqId]);
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int8_t idx = (sDat.numFonts - result - 1);
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command = sDat.fonts[abs(idx)];
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// The game apparantely would sometimes do negative array lookups, the result of which would get rejected by AudioHeap_SearchCaches, never
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// changing the actual fontid.
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if (result > sDat.numFonts)
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break;
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command = sDat.fonts[(sDat.numFonts - result - 1)];
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}
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}
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if (AudioHeap_SearchCaches(FONT_TABLE, CACHE_EITHER, command))
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if (AudioHeap_SearchCaches(FONT_TABLE, CACHE_EITHER, command))
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