fix: Remove audio queue state check for SF 'Play Sound' action (#3567)
Was preventing sounds running from startup
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@@ -297,9 +297,7 @@ void evalFunctions(const CustomFunctionData * functions, CustomFunctionsContext
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if (isRepeatDelayElapsed(functions, functionsContext, i)) {
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if (!IS_PLAYING(PLAY_INDEX)) {
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if (CFN_FUNC(cfn) == FUNC_PLAY_SOUND) {
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if (audioQueue.isEmpty()) {
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AUDIO_PLAY(AU_SPECIAL_SOUND_FIRST + CFN_PARAM(cfn));
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}
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AUDIO_PLAY(AU_SPECIAL_SOUND_FIRST + CFN_PARAM(cfn));
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} else if (CFN_FUNC(cfn) == FUNC_PLAY_VALUE) {
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PLAY_VALUE(CFN_PARAM(cfn), PLAY_INDEX);
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}
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