add libsm64 functions to play sound/music
from ckosmic's fork. also libsm64.h will now include audio_defines.h and seq_ids.h for easy access to sound and music IDs
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@@ -339,3 +339,38 @@ SM64_LIB_FN float sm64_surface_find_poison_gas_level( float x, float z )
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{
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{
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return find_poison_gas_level( x, z );
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return find_poison_gas_level( x, z );
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}
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}
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SM64_LIB_FN void sm64_seq_player_play_sequence(uint8_t player, uint8_t seqId, uint16_t arg2)
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{
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seq_player_play_sequence(player,seqId,arg2);
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}
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SM64_LIB_FN void sm64_play_music(uint8_t player, uint16_t seqArgs, uint16_t fadeTimer)
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{
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play_music(player,seqArgs,fadeTimer);
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}
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SM64_LIB_FN void sm64_stop_background_music(uint16_t seqId)
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{
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stop_background_music(seqId);
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}
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SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut)
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{
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fadeout_background_music(arg0,fadeOut);
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}
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SM64_LIB_FN uint16_t sm64_get_current_background_music()
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{
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return get_current_background_music();
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}
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SM64_LIB_FN void sm64_play_sound(int32_t soundBits, float *pos)
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{
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play_sound(soundBits,pos);
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}
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SM64_LIB_FN void sm64_play_sound_global(int32_t soundBits)
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{
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play_sound(soundBits,gGlobalSoundSource);
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}
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@@ -5,6 +5,9 @@
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#include <stdint.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include "decomp/include/audio_defines.h"
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#include "decomp/include/seq_ids.h"
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#ifdef _WIN32
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#ifdef _WIN32
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#ifdef SM64_LIB_EXPORT
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#ifdef SM64_LIB_EXPORT
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#define SM64_LIB_FN __declspec(dllexport)
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#define SM64_LIB_FN __declspec(dllexport)
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@@ -155,4 +158,12 @@ extern SM64_LIB_FN float sm64_surface_find_floor( float xPos, float yPos, float
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extern SM64_LIB_FN float sm64_surface_find_water_level( float x, float z );
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extern SM64_LIB_FN float sm64_surface_find_water_level( float x, float z );
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extern SM64_LIB_FN float sm64_surface_find_poison_gas_level( float x, float z );
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extern SM64_LIB_FN float sm64_surface_find_poison_gas_level( float x, float z );
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extern SM64_LIB_FN void sm64_seq_player_play_sequence(uint8_t player, uint8_t seqId, uint16_t arg2);
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extern SM64_LIB_FN void sm64_play_music(uint8_t player, uint16_t seqArgs, uint16_t fadeTimer);
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extern SM64_LIB_FN void sm64_stop_background_music(uint16_t seqId);
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extern SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut);
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extern SM64_LIB_FN uint16_t sm64_get_current_background_music();
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extern SM64_LIB_FN void sm64_play_sound(int32_t soundBits, float *pos);
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extern SM64_LIB_FN void sm64_play_sound_global(int32_t soundBits);
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#endif//LIB_SM64_H
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#endif//LIB_SM64_H
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@@ -115,6 +115,8 @@ int main( void )
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audio_init();
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audio_init();
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sm64_play_music(0, SEQ_LEVEL_WATER | SEQ_VARIATION, 0);
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do
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do
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{
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{
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float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
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float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
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@@ -219,6 +221,7 @@ int main( void )
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}
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}
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while( context_flip_frame_poll_events() );
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while( context_flip_frame_poll_events() );
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sm64_stop_background_music(sm64_get_current_background_music());
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sm64_global_terminate();
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sm64_global_terminate();
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context_terminate();
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context_terminate();
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