Pulled in the audio code from @ckosmic's fork, which is from the decomp project.
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#ifndef AUDIO_EXTERNAL_H
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#define AUDIO_EXTERNAL_H
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#include <PR/ultratypes.h>
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#include <types.h>
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// Sequence arguments, passed to seq_player_play_sequence. seqId may be bit-OR'ed with
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// SEQ_VARIATION; this will load the same sequence, but set a variation
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// bit which may be read by the sequence script.
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#define SEQUENCE_ARGS(priority, seqId) ((priority << 8) | seqId)
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#define SOUND_MODE_STEREO 0
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#define SOUND_MODE_MONO 3
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#define SOUND_MODE_HEADSET 1
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#define SEQ_PLAYER_LEVEL 0 // Level background music
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#define SEQ_PLAYER_ENV 1 // Misc music like the puzzle jingle
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#define SEQ_PLAYER_SFX 2 // Sound effects
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extern s32 gAudioErrorFlags;
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extern f32 gGlobalSoundSource[3];
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extern u32 gAudioRandom;
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extern f32 gAudioVolume;
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extern u8 gAudioReverb;
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extern u8 gAudioSPTaskYieldBuffer[]; // ucode yield data ptr; only used in JP
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struct SPTask *create_next_audio_frame_task(void);
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void create_next_audio_buffer(s16 *samples, u32 num_samples);
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void play_sound(s32 soundBits, f32 *pos);
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void audio_signal_game_loop_tick(void);
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void seq_player_fade_out(u8 player, u16 fadeDuration);
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void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration);
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void seq_player_lower_volume(u8 player, u16 fadeDuration, u8 percentage);
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void seq_player_unlower_volume(u8 player, u16 fadeDuration);
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void set_audio_muted(u8 muted);
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void sound_init(void);
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void get_currently_playing_sound(u8 bank, u8 *numPlayingSounds, u8 *numSoundsInBank, u8 *soundId);
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void stop_sound(u32 soundBits, f32 *pos);
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void stop_sounds_from_source(f32 *pos);
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void stop_sounds_in_continuous_banks(void);
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void sound_banks_disable(u8 player, u16 bankMask);
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void sound_banks_enable(u8 player, u16 bankMask);
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void func_80320A4C(u8 bankIndex, u8 arg1);
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void set_sound_moving_speed(u8 bank, u8 speed);
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void play_dialog_sound(u8 dialogID);
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void play_music(u8 player, u16 seqArgs, u16 fadeTimer);
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void stop_background_music(u16 seqId);
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void fadeout_background_music(u16 arg0, u16 fadeOut);
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void drop_queued_background_music(void);
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u16 get_current_background_music(void);
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void play_secondary_music(u8 seqId, u8 bgMusicVolume, u8 volume, u16 fadeTimer);
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void func_80321080(u16 fadeTimer);
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void func_803210D4(u16 fadeOutTime);
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void play_course_clear(void);
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void play_peachs_jingle(void);
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void play_puzzle_jingle(void);
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void play_star_fanfare(void);
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void play_power_star_jingle(u8 arg0);
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void play_race_fanfare(void);
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void play_toads_jingle(void);
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void sound_reset(u8 presetId);
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void audio_set_sound_mode(u8 arg0);
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void audio_init(void); // in load.c
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void seq_player_play_sequence(u8 player, u8 seqId, u16 arg2);
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#if defined(VERSION_EU) || defined(VERSION_SH)
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struct SPTask *unused_80321460();
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struct SPTask *unused_80321460(void);
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#endif
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#endif // AUDIO_EXTERNAL_H
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