Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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SpkWave.h
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1#ifndef Z2AUDIOCS_SPKWAVE_H
2#define Z2AUDIOCS_SPKWAVE_H
3
4#include <revolution/types.h>
5
12
13class SpkWave {
14public:
15 SpkWave(void);
16 void setResource(void*);
17 s32 getNumOfWaves(void) const;
18 s32 getWaveSize(s32 num) const;
19 u32 getLoopStartPos(s32 num) const;
20 u32 getLoopEndPos(s32 num) const;
21 s16* getWave(s32 num) const;
22 WaveData* getWaveData(s32 num) const;
23
24 inline bool isValid(void) const { return mWaveData != NULL; }
25 inline const void* getResource(void) const { return mWaveData; }
26 inline void* getResource(void) { return mWaveData; }
27
28private:
29 /* 0x00 */ void* mWaveData;
30};
31
32#endif /* Z2AUDIOCS_SPKWAVE_H */
Definition SpkWave.h:13
u32 getLoopStartPos(s32 num) const
Definition SpkWave.cpp:40
void * mWaveData
Definition SpkWave.h:29
s32 getWaveSize(s32 num) const
Definition SpkWave.cpp:28
SpkWave(void)
Definition SpkWave.cpp:8
WaveData * getWaveData(s32 num) const
Definition SpkWave.cpp:76
void setResource(void *)
Definition SpkWave.cpp:12
void * getResource(void)
Definition SpkWave.h:26
const void * getResource(void) const
Definition SpkWave.h:25
s16 * getWave(s32 num) const
Definition SpkWave.cpp:64
bool isValid(void) const
Definition SpkWave.h:24
s32 getNumOfWaves(void) const
Definition SpkWave.cpp:20
u32 getLoopEndPos(s32 num) const
Definition SpkWave.cpp:52
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
signed long s32
Definition types.h:11
Definition SpkWave.h:6
u32 loopEndPos
Definition SpkWave.h:9
s16 wave[0]
Definition SpkWave.h:10
u32 loopStartPos
Definition SpkWave.h:8
s32 size
Definition SpkWave.h:7