fp: Add potential ambience and background music options
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Data/Audio/ambience_1.ogg
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Data/Audio/ambience_1.ogg
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Data/Audio/ambience_2.ogg
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Data/Audio/ambience_2.ogg
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Data/Audio/music_1.ogg
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Data/Audio/music_1.ogg
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@ -451,6 +451,9 @@ void TELY_OS_DLLInit(TELY_OS *os)
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game->audio[FP_GameAudio_Woosh] = os->funcs.load_audio(assets, DQN_STR8("Woosh"), DQN_STR8("Data/Audio/woosh.ogg"));
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game->audio[FP_GameAudio_GameStart] = os->funcs.load_audio(assets, DQN_STR8("Game Start"), DQN_STR8("Data/Audio/game_start.ogg"));
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game->audio[FP_GameAudio_PerryStart] = os->funcs.load_audio(assets, DQN_STR8("Perry Start"), DQN_STR8("Data/Audio/perry_start.ogg"));
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game->audio[FP_GameAudio_Ambience1] = os->funcs.load_audio(assets, DQN_STR8("Ambience one"), DQN_STR8("Data/Audio/ambience_1.ogg"));
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game->audio[FP_GameAudio_Ambience2] = os->funcs.load_audio(assets, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
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game->audio[FP_GameAudio_Music1] = os->funcs.load_audio(assets, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
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// NOTE: Load sprite sheets ====================================================================
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os->user_data = game;
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@ -4452,9 +4455,9 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
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TELY_Audio *audio = &os->audio;
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#if 0
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#if 1
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if (audio->playback_size == 0) {
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ambience2], 1.f /*volume*/);
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}
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#endif
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@ -336,6 +336,9 @@ enum FP_GameAudio
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FP_GameAudio_PortalDestroy,
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FP_GameAudio_GameStart,
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FP_GameAudio_PerryStart,
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FP_GameAudio_Ambience1,
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FP_GameAudio_Ambience2,
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FP_GameAudio_Music1,
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FP_GameAudio_Count,
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};
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