sm64

A Super Mario 64 decompilation
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external.h (2614B)


      1 #ifndef AUDIO_EXTERNAL_H
      2 #define AUDIO_EXTERNAL_H
      3 
      4 #include <PR/ultratypes.h>
      5 
      6 #include "types.h"
      7 
      8 // Sequence arguments, passed to seq_player_play_sequence. seqId may be bit-OR'ed with
      9 // SEQ_VARIATION; this will load the same sequence, but set a variation
     10 // bit which may be read by the sequence script.
     11 #define SEQUENCE_ARGS(priority, seqId) ((priority << 8) | seqId)
     12 
     13 #define SOUND_MODE_STEREO           0
     14 #define SOUND_MODE_MONO             3
     15 #define SOUND_MODE_HEADSET          1
     16 
     17 #define SEQ_PLAYER_LEVEL            0  // Level background music
     18 #define SEQ_PLAYER_ENV              1  // Misc music like the puzzle jingle
     19 #define SEQ_PLAYER_SFX              2  // Sound effects
     20 
     21 extern s32 gAudioErrorFlags;
     22 extern f32 gGlobalSoundSource[3];
     23 
     24 // defined in data.c, used by the game
     25 extern u32 gAudioRandom;
     26 
     27 extern u8 gAudioSPTaskYieldBuffer[]; // ucode yield data ptr; only used in JP
     28 
     29 struct SPTask *create_next_audio_frame_task(void);
     30 void play_sound(s32 soundBits, f32 *pos);
     31 void audio_signal_game_loop_tick(void);
     32 void seq_player_fade_out(u8 player, u16 fadeDuration);
     33 void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration);
     34 void seq_player_lower_volume(u8 player, u16 fadeDuration, u8 percentage);
     35 void seq_player_unlower_volume(u8 player, u16 fadeDuration);
     36 void set_audio_muted(u8 muted);
     37 void sound_init(void);
     38 void get_currently_playing_sound(u8 bank, u8 *numPlayingSounds, u8 *numSoundsInBank, u8 *soundId);
     39 void stop_sound(u32 soundBits, f32 *pos);
     40 void stop_sounds_from_source(f32 *pos);
     41 void stop_sounds_in_continuous_banks(void);
     42 void sound_banks_disable(u8 player, u16 bankMask);
     43 void sound_banks_enable(u8 player, u16 bankMask);
     44 void set_sound_moving_speed(u8 bank, u8 speed);
     45 void play_dialog_sound(u8 dialogID);
     46 void play_music(u8 player, u16 seqArgs, u16 fadeTimer);
     47 void stop_background_music(u16 seqId);
     48 void fadeout_background_music(u16 arg0, u16 fadeOut);
     49 void drop_queued_background_music(void);
     50 u16 get_current_background_music(void);
     51 void play_secondary_music(u8 seqId, u8 bgMusicVolume, u8 volume, u16 fadeTimer);
     52 void func_80321080(u16 fadeTimer);
     53 void func_803210D4(u16 fadeOutTime);
     54 void play_course_clear(void);
     55 void play_peachs_jingle(void);
     56 void play_puzzle_jingle(void);
     57 void play_star_fanfare(void);
     58 void play_power_star_jingle(u8 arg0);
     59 void play_race_fanfare(void);
     60 void play_toads_jingle(void);
     61 void sound_reset(u8 presetId);
     62 void audio_set_sound_mode(u8 arg0);
     63 
     64 void audio_init(void); // in load.c
     65 
     66 #if defined(VERSION_EU) || defined(VERSION_SH)
     67 struct SPTask *unused_80321460();
     68 struct SPTask *unused_80321460(void);
     69 #endif
     70 
     71 #endif // AUDIO_EXTERNAL_H