void *MusHandleGetPtrBank(musHandle handle);
It gets the address of the sample bank being used by the channels associated with the specified sound handle as they are currently being processed.
The handle must be a sound handle returned by MusStartSong(), MusStartSongFromMarker(), MusStartEffect(), or MusStartEffect2(). If a handle of zero is supplied, this function will always return zero.
Sample bank address.
void GameSongSetFxBank(musHandle song_handle, void *fx_bank) { void *ptr_bank; ptr_bank = MusHandleGetPtrBank(song_handle); MusFxBankSetPtrBank(fx_bank, ptr_bank); }
MusPtrBankInitialize(), MusPtrBankGetCurrent(), MusPtrBankSetCurrent(), MusPtrBankSetSingle(), MusStartSong(), MusStartEffect(), MusStartEffect2()