Restore cap music behaviour
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@@ -0,0 +1,42 @@
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#ifndef SOUND_INIT_H
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#define SOUND_INIT_H
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#include <PR/ultratypes.h>
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#include <macros.h>
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#define SOUND_MENU_FLAG_HANDAPPEAR 0x01
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#define SOUND_MENU_FLAG_HANDISAPPEAR 0x02
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#define SOUND_MENU_FLAG_UNKNOWN1 0x04
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#define SOUND_MENU_FLAG_PINCHMARIOFACE 0x08
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#define SOUND_MENU_FLAG_PINCHMARIOFACE2 0x10
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#define SOUND_MENU_FLAG_LETGOMARIOFACE 0x20
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#define SOUND_MENU_FLAG_CAMERAZOOMIN 0x40
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#define SOUND_MENU_FLAG_CAMERAZOOMOUT 0x80
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#define SOUND_MENU_MODE_STEREO 0
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#define SOUND_MENU_MODE_MONO 1
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#define SOUND_MENU_MODE_HEADSET 2
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void reset_volume(void);
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void raise_background_noise(s32 a);
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void lower_background_noise(s32 a);
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void disable_background_sound(void);
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void enable_background_sound(void);
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void set_sound_mode(u16 soundMode);
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void play_menu_sounds(s16 soundMenuFlags);
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//void play_painting_eject_sound(void);
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//void play_infinite_stairs_music(void);
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//void set_background_music(u16 a, u16 seqArgs, s16 fadeTimer);
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void fadeout_music(s16 fadeOutTime);
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void fadeout_level_music(s16 fadeTimer);
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void play_cutscene_music(u16 seqArgs);
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void play_shell_music(void);
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void stop_shell_music(void);
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void play_cap_music(u16 seqArgs);
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void fadeout_cap_music(void);
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void stop_cap_music(void);
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//void audio_game_loop_tick(void);
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//void thread4_sound(UNUSED void *arg);
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#endif // SOUND_INIT_H
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