Let AI refactor everything and see if it breaks.
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#ifndef GAME_AUDIO_H
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#define GAME_AUDIO_H
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#include <maxmod9.h>
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struct AudioContext {
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bool musicEnabled = true;
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mm_sound_effect sfx_pickup;
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mm_sound_effect sfx_boom;
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mm_sound_effect sfx_pause;
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mm_sound_effect sfx_unpause;
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mm_sound_effect sfx_plop;
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mm_sound_effect sfx_fail;
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};
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void audio_setup(AudioContext &audio);
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void audio_start_music(const AudioContext &audio);
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void audio_stop_music();
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void audio_pause_music_if_enabled(const AudioContext &audio);
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void audio_resume_music_if_enabled(const AudioContext &audio);
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void audio_play_pickup(const AudioContext &audio);
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void audio_play_boom(const AudioContext &audio);
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void audio_play_plop(const AudioContext &audio);
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void audio_play_pause(const AudioContext &audio);
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void audio_play_unpause(const AudioContext &audio);
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void audio_play_fail(const AudioContext &audio);
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bool audio_toggle_music(AudioContext &audio);
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bool audio_is_music_enabled(const AudioContext &audio);
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#endif
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