Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
Loading...
Searching...
No Matches
Z2SeqMgr.h
Go to the documentation of this file.
1#ifndef Z2SEQMGR_H
2#define Z2SEQMGR_H
3
6
8 void move(f32 vol, u32 count) {
9 if (count != 0) {
11 } else {
14 }
15 }
16
17 void forceIn() {
18 mIntensity = 1.0f;
20 }
21
22 void forceOut() {
23 mIntensity = 0.0f;
25 }
26
27 void fadeIn(u32 count) {
28 if (count != 0) {
29 mTransition.set(1.0f, mIntensity, count);
30 } else {
31 forceIn();
32 }
33 }
34
35 void fadeOut(u32 count) {
36 if (count != 0) {
37 mTransition.set(0.0f, mIntensity, count);
38 } else {
39 forceOut();
40 }
41 }
42
43 void fadeInFromOut(u32 count) {
44 mIntensity = 0.0f;
45 fadeIn(count);
46 }
47
49 return mTransition.mCount;
50 }
51
53 return mIntensity;
54 }
55
57 if (getCount() != 0) {
58 return mTransition.mDest;
59 } else {
60 return mIntensity;
61 }
62 }
63
67
68 f32 get() {
69 return getIntensity();
70 }
71
72 /* 0x0 */ float mIntensity;
74}; // Size = 0x10
75
76class Z2SeqMgr : public JASGlobalInstance<Z2SeqMgr> {
77public:
78 Z2SeqMgr();
79
80 void bgmStart(u32 i_bgmID, u32, s32);
83 void subBgmStop();
84 void subBgmStopInner();
87 void bgmStreamPlay();
88 void bgmStreamStop(u32);
89 void changeBgmStatus(s32);
91 void onVariantBgmJumpEnd(bool);
93 void talkInBgm();
94 void talkOutBgm();
95 void menuInBgm();
96 void menuOutBgm();
97 void fanfareFramework();
98 void stopWolfHowlSong();
99 void setHeightVolMod(bool, u32);
100 void setTimeProcVolMod(bool, u32);
101 void processBgmFramework();
104 void setChildTrackVolume(JAISoundHandle*, int, float, u32, float, float);
106 void setBattleBgmOff(bool);
107 void setBattleSearched(bool);
108 void setBattleDistIgnore(bool);
109 void setBattleGhostMute(bool);
111 void setBattleSeqState(u8);
112 void setBattleLastHit(u8);
113 void battleBgmFramework();
114 void startBattleBgm(bool);
115 void stopBattleBgm(u8, u8);
116 void fieldBgmStart();
117 void fieldRidingMute();
118 void onFieldBgmJumpStart();
119 void onFieldBgmJumpEnd();
120 void fieldBgmFramework();
121 void mbossBgmMuteProcess();
122 void bgmSetSwordUsing(s32);
123 void bgmNowBattle(float);
124 void taktModeMute();
125 void taktModeMuteOff();
126 void setFieldBgmPlay(bool value) { mFlags.mFieldBgmPlay = value; }
127 /* 802B99AC */ void unMuteSceneBgm(u32 count) {
128 mBgmPause.move(1.0f, 0);
129 mSceneBgm.move(1.0f, count);
130 }
131 /* 802B9A24 */ void muteSceneBgm(u32 count, f32 vol) { mSceneBgm.move(vol, count); }
132 /* 802B9AD0 */ void setTwilightGateVol(f32 vol) {
133 mTwilightGateVol = vol < 0.0f ? 0.0f : vol > 1.0f ? 1.0f : vol;
134 }
135 /* 802B9AFC */ void setWindStoneVol(f32 vol, u32 count) { mWindStone.move(vol, count); };
136
138
139 void bgmAllMute(u32 count, f32 val) {
141 }
142
143 void bgmAllUnMute(u32 count) {
144 mAllBgmMaster.move(1.0f, count);
145 }
146
149 }
150
152 if (mMainBgmHandle) {
153 return mMainBgmHandle->getID();
154 }
155
156 return -1;
157 }
158
160 if (mSubBgmHandle) {
161 return mSubBgmHandle->getID();
162 }
163
164 return -1;
165 }
166
168 if (mStreamBgmHandle) {
169 return mStreamBgmHandle->getID();
170 }
171
172 return -1;
173 }
174
176 bool ret = false;
178 ret = true;
179 }
180 return ret;
181 }
182
185
202 /* 0xB8 */ s16 field_0xb8;
203 /* 0xBA */ u8 mFanfareCount;
204 /* 0xBB */ u8 mDekuToadCount;
205 /* 0xBC */ u8 mBgmStatus;
206 /* 0xBD */ u8 mSubBgmStatus;
208 /* 0xBF */ u8 mBattleSeqState;
209 /* 0xC0 */ u8 mBattleSeqCount;
210 /* 0xC1 */ u8 field_0xc1;
211 /* 0xC2 */ u8 mBattleLastHit;
212 /* 0xC3 */ u8 mRideCount;
213 /* 0xC4 */ u8 field_0xc4;
214 /* 0xC8 */ f32 field_0xc8;
215 /* 0xCC */ f32 field_0xcc;
216 /* 0xD0 */ struct {
218 bool flag1 : 1;
221 bool mRiding : 1;
226}; // Size = 0xD4
227
231
235 Z2BGM_FIELD = 0x1000002,
236 Z2BGM_DUNGEON = 0x1000003,
239 Z2BGM_COWBOY_GAME = 0x1000006,
243 Z2BGM_ITEM_GET = 0x100000A,
245 Z2BGM_BOSSBABA_0 = 0x100000C,
246 Z2BGM_BOSSBABA_1 = 0x100000D,
247 Z2BGM_BOSSBABA_2 = 0x100000E,
249 Z2BGM_RANCH = 0x1000010,
250 Z2BGM_WILD_GOAT = 0x1000011,
251 Z2BGM_OPEN_BOX = 0x1000012,
252 Z2BGM_GAME_OVER = 0x1000013,
253 Z2BGM_ITEM_GET_ME = 0x1000014,
255 Z2BGM_TWILIGHT = 0x1000016,
256 Z2BGM_EVENT01 = 0x1000017,
257 Z2BGM_DUNGEON_LV2 = 0x1000018,
258 Z2BGM_TOAL_NIGHT = 0x1000019,
261 Z2BGM_HEART_GET = 0x100001C,
262 Z2BGM_MAGNE_GORON = 0x100001D,
263 Z2BGM_SHOP01 = 0x100001E,
264 Z2BGM_SHOP02 = 0x100001F,
265 Z2BGM_DUNGEON_LV3 = 0x1000020,
269 Z2BGM_SUMO = 0x1000024,
271 Z2BGM_KAKARIKO = 0x1000026,
272 Z2BGM_DEKUTOAD = 0x1000027,
274 Z2BGM_RODEO = 0x1000029,
276 Z2BGM_SUMO_D1 = 0x100002B,
277 Z2BGM_INDOOR = 0x100002C,
278 Z2BGM_DUNGEON_LV4 = 0x100002D,
279 Z2BGM_STATUE_GAME = 0x100002E,
280 Z2BGM_EVENT02 = 0x100002F,
285 Z2BGM_DESERT = 0x1000034,
288 Z2BGM_DUNGEON_LV5 = 0x1000037,
289 Z2BGM_DEMO10 = 0x1000038,
290 Z2BGM_VARIANT = 0x1000039,
292 Z2BGM_CASTLE_TOWN = 0x100003B,
293 Z2BGM_DUNGEON_LV6 = 0x100003C,
294 Z2BGM_DUNGEON_LV7 = 0x100003D,
295 Z2BGM_DUNGEON_LV8 = 0x100003E,
298 Z2BGM_HOLY_FOREST = 0x1000041,
299 Z2BGM_FISHING = 0x1000042,
304 Z2BGM_LUTERA1 = 0x1000047,
305 Z2BGM_LUTERA2 = 0x1000048,
306 Z2BGM_FISHING_HIT = 0x1000049,
308 Z2BGM_SNOW_BOARD = 0x100004B,
311 Z2BGM_DEMO08 = 0x100004E,
312 Z2BGM_DEMO13_SEQ = 0x100004F,
313 Z2BGM_CHURCH1 = 0x1000050,
314 Z2BGM_CHURCH2 = 0x1000051,
321 Z2BGM_SHOP_CELEB = 0x1000058,
322 Z2BGM_SHOP_MARO = 0x1000059,
323 Z2BGM_LAKE = 0x100005A,
327 Z2BGM_ROOM_2 = 0x100005E,
328 Z2BGM_MIDNA_SOS = 0x100005F,
329 Z2BGM_FORTUNE = 0x1000060,
330 Z2BGM_IB_MBOSS = 0x1000061,
331 Z2BGM_BOSS_ZANT = 0x1000062,
333 Z2BGM_SUMOMO = 0x1000064,
334 Z2BGM_RAKKA_HOUSE = 0x1000065,
339 Z2BGM_LUTERA_DEMO = 0x100006A,
341 Z2BGM_TN_MBOSS = 0x100006C,
342 Z2BGM_OBACHAN = 0x100006D,
343 Z2BGM_RIVER_GAME = 0x100006E,
344 Z2BGM_GG_MBOSS = 0x100006F,
348 Z2BGM_HEALING_DUO = 0x1000073,
350 Z2BGM_NEW_01_HOWL = 0x1000075,
351 Z2BGM_NEW_01_DUO = 0x1000076,
352 Z2BGM_SUB_DUNGEON = 0x1000077,
353 Z2BGM_WCS_GAME = 0x1000078,
354 Z2BGM_WCS_D01 = 0x1000079,
357 Z2BGM_NEW_02_HOWL = 0x100007C,
358 Z2BGM_NEW_02_DUO = 0x100007D,
360 Z2BGM_NEW_03_HOWL = 0x100007F,
361 Z2BGM_NEW_03_DUO = 0x1000080,
366 Z2BGM_P_ZANT = 0x1000085,
367 Z2BGM_VS_GANON_01 = 0x1000086,
368 Z2BGM_VS_GANON_02 = 0x1000087,
369 Z2BGM_VS_GANON_04 = 0x1000088,
374 Z2BGM_DRAGON_D01 = 0x100008D,
375 Z2BGM_DRAGON_D02 = 0x100008E,
380 Z2BGM_GOMA_D01 = 0x1000093,
381 Z2BGM_GOMA_BTL01 = 0x1000094,
382 Z2BGM_GOMA_BTL02 = 0x1000095,
387 Z2BGM_INDOOR_03 = 0x100009A,
388 Z2BGM_INDOOR_04 = 0x100009B,
391 Z2BGM_POSTMAN = 0x100009E,
392 Z2BGM_EVENT05 = 0x100009F,
396 Z2BGM_TARO_RESCUE = 0x10000A3,
399 Z2BGM_ZORA_D01 = 0x10000A6,
400 Z2BGM_SUMO_D02 = 0x10000A7,
402 Z2BGM_MENU_SELECT = 0x10000A9,
403 Z2BGM_TEMP = 0x10000AA,
404 Z2BGM_TEMP_O = 0x10000AB
406
407#endif /* Z2SEQMGR_H */
Z2BgmID
Definition Z2SeqMgr.h:232
@ Z2BGM_SOUL_REQ_DUO
Definition Z2SeqMgr.h:338
@ Z2BGM_TOAL_NIGHT
Definition Z2SeqMgr.h:258
@ Z2BGM_STATUE_GAME
Definition Z2SeqMgr.h:279
@ Z2BGM_LUTERA1
Definition Z2SeqMgr.h:304
@ Z2BGM_WCS_D01
Definition Z2SeqMgr.h:354
@ Z2BGM_FISHING_HIT
Definition Z2SeqMgr.h:306
@ Z2BGM_ITEM_GET_ME_S
Definition Z2SeqMgr.h:393
@ Z2BGM_ITEM_GET_SMELL
Definition Z2SeqMgr.h:363
@ Z2BGM_HARAGIGANT_BTL02
Definition Z2SeqMgr.h:373
@ Z2BGM_BOSS_OCTAEEL_D01
Definition Z2SeqMgr.h:283
@ Z2BGM_ITEM_GET_POU
Definition Z2SeqMgr.h:364
@ Z2BGM_VARIANT
Definition Z2SeqMgr.h:290
@ Z2BGM_CARGO_GAME_TW
Definition Z2SeqMgr.h:291
@ Z2BGM_SHOP02
Definition Z2SeqMgr.h:264
@ Z2BGM_CHURCH1
Definition Z2SeqMgr.h:313
@ Z2BGM_DUNGEON_LV3
Definition Z2SeqMgr.h:265
@ Z2BGM_NEW_02_DUO
Definition Z2SeqMgr.h:358
@ Z2BGM_FISHING_GET3
Definition Z2SeqMgr.h:303
@ Z2BGM_DRAGON_D02
Definition Z2SeqMgr.h:375
@ Z2BGM_MAGNE_GORON_D01
Definition Z2SeqMgr.h:266
@ Z2BGM_LIGHT_PRLD_DUO
Definition Z2SeqMgr.h:335
@ Z2BGM_GOMA_D01
Definition Z2SeqMgr.h:380
@ Z2BGM_EVENT01
Definition Z2SeqMgr.h:256
@ Z2BGM_SNOWBOARD_WIN
Definition Z2SeqMgr.h:385
@ Z2BGM_GAME_OVER
Definition Z2SeqMgr.h:252
@ Z2BGM_HOWL_ZELDASONG
Definition Z2SeqMgr.h:317
@ Z2BGM_SHOP_MARO
Definition Z2SeqMgr.h:322
@ Z2BGM_BOSS_SNOWWOMAN_1
Definition Z2SeqMgr.h:310
@ Z2BGM_DUNGEON_LV8
Definition Z2SeqMgr.h:295
@ Z2BGM_NEW_02_HOWL
Definition Z2SeqMgr.h:357
@ Z2BGM_FACE_OFF_BATTLE3
Definition Z2SeqMgr.h:384
@ Z2BGM_MENU_SELECT
Definition Z2SeqMgr.h:402
@ Z2BGM_BOSS_SNOWWOMAN_0
Definition Z2SeqMgr.h:309
@ Z2BGM_VS_GANON_02
Definition Z2SeqMgr.h:368
@ Z2BGM_DEMO08
Definition Z2SeqMgr.h:311
@ Z2BGM_NEW_02_STONE
Definition Z2SeqMgr.h:356
@ Z2BGM_BOSS_ZANT
Definition Z2SeqMgr.h:331
@ Z2BGM_BRIDGE_ON_FIRE
Definition Z2SeqMgr.h:287
@ Z2BGM_VS_GANON_04
Definition Z2SeqMgr.h:369
@ Z2BGM_POSTMAN
Definition Z2SeqMgr.h:391
@ Z2BGM_EVENT02
Definition Z2SeqMgr.h:280
@ Z2BGM_FISHING
Definition Z2SeqMgr.h:299
@ Z2BGM_BATTLE_TWILIGHT
Definition Z2SeqMgr.h:260
@ Z2BGM_RIVER_GAME_00
Definition Z2SeqMgr.h:398
@ Z2BGM_FISHING_GET2
Definition Z2SeqMgr.h:302
@ Z2BGM_COWBOY_GAME
Definition Z2SeqMgr.h:239
@ Z2BGM_ZORA_D01
Definition Z2SeqMgr.h:399
@ Z2BGM_NEW_01_STONE
Definition Z2SeqMgr.h:349
@ Z2BGM_VS_GANON_01
Definition Z2SeqMgr.h:367
@ Z2BGM_SHOP_CELEB
Definition Z2SeqMgr.h:321
@ Z2BGM_INDOOR
Definition Z2SeqMgr.h:277
@ Z2BGM_HIDDEN_VILLAGE
Definition Z2SeqMgr.h:320
@ Z2BGM_ITEM_GET_ME
Definition Z2SeqMgr.h:253
@ Z2BGM_DRAGON_BTL01
Definition Z2SeqMgr.h:376
@ Z2BGM_TEMPLE_OF_TIME
Definition Z2SeqMgr.h:340
@ Z2BGM_SNOW_MOUNTAIN
Definition Z2SeqMgr.h:307
@ Z2BGM_WCS_GAME
Definition Z2SeqMgr.h:353
@ Z2BGM_TARO_RESCUE
Definition Z2SeqMgr.h:396
@ Z2BGM_HARAGIGANT_D01
Definition Z2SeqMgr.h:370
@ Z2BGM_KOMONJO_GET_INTRO
Definition Z2SeqMgr.h:397
@ Z2BGM_FIELD
Definition Z2SeqMgr.h:235
@ Z2BGM_HOWL_TOBIKUSA
Definition Z2SeqMgr.h:315
@ Z2BGM_MINIGAME_WIN02
Definition Z2SeqMgr.h:390
@ Z2BGM_FACE_OFF_BATTLE
Definition Z2SeqMgr.h:240
@ Z2BGM_SNOWBOARD_LOSE
Definition Z2SeqMgr.h:386
@ Z2BGM_MAGNE_GORON_D02
Definition Z2SeqMgr.h:267
@ Z2BGM_OUGI_TRAINING
Definition Z2SeqMgr.h:345
@ Z2BGM_RODEO
Definition Z2SeqMgr.h:274
@ Z2BGM_DUNGEON_LV7
Definition Z2SeqMgr.h:294
@ Z2BGM_HEART_GET
Definition Z2SeqMgr.h:261
@ Z2BGM_MINIGAME_ROOM
Definition Z2SeqMgr.h:355
@ Z2BGM_OPEN_BOX
Definition Z2SeqMgr.h:251
@ Z2BGM_DEATH_MOUNTAIN02
Definition Z2SeqMgr.h:297
@ Z2BGM_OBACHAN
Definition Z2SeqMgr.h:342
@ Z2BGM_FIELD_LINK_NIGHT
Definition Z2SeqMgr.h:234
@ Z2BGM_BATTLE_NORMAL
Definition Z2SeqMgr.h:248
@ Z2BGM_FISHING_BARE
Definition Z2SeqMgr.h:300
@ Z2BGM_HORSE_BATTLE_D02
Definition Z2SeqMgr.h:254
@ Z2BGM_D30_02_NEXT_REQ
Definition Z2SeqMgr.h:395
@ Z2BGM_KAKARIKO
Definition Z2SeqMgr.h:271
@ Z2BGM_BOOMERAMG_MONKEY
Definition Z2SeqMgr.h:241
@ Z2BGM_TEMP_O
Definition Z2SeqMgr.h:404
@ Z2BGM_FILONE_FOREST
Definition Z2SeqMgr.h:268
@ Z2BGM_HEALING_STONE
Definition Z2SeqMgr.h:346
@ Z2BGM_NEW_03_DUO
Definition Z2SeqMgr.h:361
@ Z2BGM_INDOOR_03
Definition Z2SeqMgr.h:387
@ Z2BGM_RAKKA_HOUSE
Definition Z2SeqMgr.h:334
@ Z2BGM_TEMP
Definition Z2SeqMgr.h:403
@ Z2BGM_HOLY_FOREST
Definition Z2SeqMgr.h:298
@ Z2BGM_DUNGEON_FOREST
Definition Z2SeqMgr.h:242
@ Z2BGM_MIDNA_SOS
Definition Z2SeqMgr.h:328
@ Z2BGM_SUMO
Definition Z2SeqMgr.h:269
@ Z2BGM_SOUL_REQ_HOWL
Definition Z2SeqMgr.h:337
@ Z2BGM_TN_MBOSS_LV9
Definition Z2SeqMgr.h:401
@ Z2BGM_HOWL_UMAKUSA
Definition Z2SeqMgr.h:316
@ Z2BGM_HORSE_BATTLE
Definition Z2SeqMgr.h:237
@ Z2BGM_KOROKORO_GAME
Definition Z2SeqMgr.h:378
@ Z2BGM_BOSSFIREMAN_1
Definition Z2SeqMgr.h:275
@ Z2BGM_LUTERA_DEMO
Definition Z2SeqMgr.h:339
@ Z2BGM_DUNGEON_LV9_02
Definition Z2SeqMgr.h:296
@ Z2BGM_RANCH
Definition Z2SeqMgr.h:249
@ Z2BGM_DUNGEON_LV6
Definition Z2SeqMgr.h:293
@ Z2BGM_GOMA_BTL02
Definition Z2SeqMgr.h:382
@ Z2BGM_FIELD_LINK_DAY
Definition Z2SeqMgr.h:233
@ Z2BGM_TOAL_VILLEGE
Definition Z2SeqMgr.h:238
@ Z2BGM_NEW_03_HOWL
Definition Z2SeqMgr.h:360
@ Z2BGM_CASTLE_TOWN
Definition Z2SeqMgr.h:292
@ Z2BGM_FACE_OFF_BATTLE2
Definition Z2SeqMgr.h:383
@ Z2BGM_ROOM_2
Definition Z2SeqMgr.h:327
@ Z2BGM_BOSSBABA_0
Definition Z2SeqMgr.h:245
@ Z2BGM_HEALING_HOWL
Definition Z2SeqMgr.h:347
@ Z2BGM_BOSSBABA_1
Definition Z2SeqMgr.h:246
@ Z2BGM_DUNGEON_LV2
Definition Z2SeqMgr.h:257
@ Z2BGM_DEATH_MOUNTAIN01
Definition Z2SeqMgr.h:259
@ Z2BGM_HARAGIGANT_D02
Definition Z2SeqMgr.h:371
@ Z2BGM_EVENT05
Definition Z2SeqMgr.h:392
@ Z2BGM_SUB_DUNGEON
Definition Z2SeqMgr.h:352
@ Z2BGM_HARAGIGANT_BTL01
Definition Z2SeqMgr.h:372
@ Z2BGM_HIDDEN_VIL_D1
Definition Z2SeqMgr.h:319
@ Z2BGM_INDOOR_04
Definition Z2SeqMgr.h:388
@ Z2BGM_D30_01_NEXT_REQ
Definition Z2SeqMgr.h:394
@ Z2BGM_DEMO13_SEQ
Definition Z2SeqMgr.h:312
@ Z2BGM_NEW_01_HOWL
Definition Z2SeqMgr.h:350
@ Z2BGM_BOSSFIREMAN_0
Definition Z2SeqMgr.h:270
@ Z2BGM_WILD_GOAT
Definition Z2SeqMgr.h:250
@ Z2BGM_DEKUTOAD_D01
Definition Z2SeqMgr.h:273
@ Z2BGM_TWILIGHT
Definition Z2SeqMgr.h:255
@ Z2BGM_DEMO10
Definition Z2SeqMgr.h:289
@ Z2BGM_DRAGON_D01
Definition Z2SeqMgr.h:374
@ Z2BGM_RIVER_GAME
Definition Z2SeqMgr.h:343
@ Z2BGM_LAKE
Definition Z2SeqMgr.h:323
@ Z2BGM_GG_MBOSS_D01
Definition Z2SeqMgr.h:365
@ Z2BGM_DUNGEON
Definition Z2SeqMgr.h:236
@ Z2BGM_CHURCH2
Definition Z2SeqMgr.h:314
@ Z2BGM_DUNGEON_LV5
Definition Z2SeqMgr.h:288
@ Z2BGM_SUMOMO
Definition Z2SeqMgr.h:333
@ Z2BGM_TN_MBOSS
Definition Z2SeqMgr.h:341
@ Z2BGM_FORTUNE
Definition Z2SeqMgr.h:329
@ Z2BGM_DUNGEON_LV4
Definition Z2SeqMgr.h:278
@ Z2BGM_GG_MBOSS
Definition Z2SeqMgr.h:344
@ Z2BGM_HEALING_DUO
Definition Z2SeqMgr.h:348
@ Z2BGM_STONE_ZELDASONG
Definition Z2SeqMgr.h:324
@ Z2BGM_ITEM_GET_MINI
Definition Z2SeqMgr.h:244
@ Z2BGM_NEW_01_DUO
Definition Z2SeqMgr.h:351
@ Z2BGM_YAMIMUSHI_B_D01
Definition Z2SeqMgr.h:379
@ Z2BGM_BOSS_OCTAEEL_0
Definition Z2SeqMgr.h:281
@ Z2BGM_BOSS_OCTAEEL_1
Definition Z2SeqMgr.h:282
@ Z2BGM_BOSSBABA_2
Definition Z2SeqMgr.h:247
@ Z2BGM_STONE_LIGHT_PRLD
Definition Z2SeqMgr.h:325
@ Z2BGM_SUMO_D02
Definition Z2SeqMgr.h:400
@ Z2BGM_FISHING_GET1
Definition Z2SeqMgr.h:301
@ Z2BGM_BOSS_OCTAEEL_D02
Definition Z2SeqMgr.h:284
@ Z2BGM_NEW_03_STONE
Definition Z2SeqMgr.h:359
@ Z2BGM_ITEM_GET
Definition Z2SeqMgr.h:243
@ Z2BGM_IB_MBOSS
Definition Z2SeqMgr.h:330
@ Z2BGM_LUTERA2
Definition Z2SeqMgr.h:305
@ Z2BGM_DEKUTOAD
Definition Z2SeqMgr.h:272
@ Z2BGM_SOUL_REQ_STONE
Definition Z2SeqMgr.h:336
@ Z2BGM_SUMO_D1
Definition Z2SeqMgr.h:276
@ Z2BGM_SHOP01
Definition Z2SeqMgr.h:263
@ Z2BGM_ZORA_VILLAGE
Definition Z2SeqMgr.h:286
@ Z2BGM_DESERT
Definition Z2SeqMgr.h:285
@ Z2BGM_MINIGAME_WIN01
Definition Z2SeqMgr.h:389
@ Z2BGM_MAGNE_GORON
Definition Z2SeqMgr.h:262
@ Z2BGM_IB_MBOSS_D01
Definition Z2SeqMgr.h:332
@ Z2BGM_P_ZANT
Definition Z2SeqMgr.h:366
@ Z2BGM_DRAGON_BTL02
Definition Z2SeqMgr.h:377
@ Z2BGM_GOMA_BTL01
Definition Z2SeqMgr.h:381
@ Z2BGM_HOWL_LIGHT_PRLD
Definition Z2SeqMgr.h:318
@ Z2BGM_BOSS_SNOWWOMAN_D1
Definition Z2SeqMgr.h:326
@ Z2BGM_ITEM_GET_INSECT
Definition Z2SeqMgr.h:362
@ Z2BGM_SNOW_BOARD
Definition Z2SeqMgr.h:308
Z2SeqMgr * Z2GetSeqMgr()
Definition Z2SeqMgr.h:228
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition JAISoundHandles.h:14
bool isSoundAttached() const
Definition JAISoundHandles.h:19
JAISoundID getID() const
Definition JAISound.h:261
Definition JASGadget.h:12
static T * getInstance()
Definition JASGadget.h:31
Definition d_a_obj_sekizoa.cpp:447
Definition JAISoundParams.h:27
u32 mCount
Definition JAISoundParams.h:55
void zero()
Definition JAISoundParams.h:28
void set(f32 newValue, f32 intensity, u32 fadeCount)
Definition JAISoundParams.h:34
f32 apply(f32 param_0)
Definition JAISoundParams.h:40
f32 mDest
Definition JAISoundParams.h:54
Definition d_a_obj_sekizoa.cpp:441
void bgmAllUnMute(u32 count)
Definition Z2SeqMgr.h:143
void unMuteSceneBgm(u32 count)
Definition Z2SeqMgr.h:127
void mbossBgmMuteProcess()
Definition Z2SeqMgr.cpp:2212
void setBattleDistIgnore(bool)
Definition Z2SeqMgr.cpp:1700
void menuOutBgm()
Definition Z2SeqMgr.cpp:1302
Z2SoundFader mBgmPause
Definition Z2SeqMgr.h:193
bool isItemGetDemo()
Definition Z2SeqMgr.h:147
u8 mBattleSeqCount
Definition Z2SeqMgr.h:209
void fieldBgmStart()
Definition Z2SeqMgr.cpp:1970
JAISoundHandle mMainBgmHandle
Definition Z2SeqMgr.h:186
Z2SoundFader mMainBgmMaster
Definition Z2SeqMgr.h:191
Z2SoundFader mFanfareMute
Definition Z2SeqMgr.h:195
bool mHeightVolMod
Definition Z2SeqMgr.h:223
void bgmStop(u32 i_bgmID, s32)
u8 mBattleDistState
Definition Z2SeqMgr.h:207
void changeSubBgmStatus(s32)
Definition Z2SeqMgr.cpp:1067
struct Z2SeqMgr::@132 mFlags
f32 field_0xcc
Definition Z2SeqMgr.h:215
bool checkBgmIDPlaying(u32)
Definition Z2SeqMgr.cpp:1598
u8 mSubBgmStatus
Definition Z2SeqMgr.h:206
void bgmAllMute(u32 count, f32 val)
Definition Z2SeqMgr.h:139
JAISoundHandle * getMainBgmHandle()
Definition Z2SeqMgr.h:183
void onFieldBgmJumpStart()
Definition Z2SeqMgr.cpp:2018
void taktModeMuteOff()
Definition Z2SeqMgr.cpp:2232
bool bgmStreamCheckReady()
Definition Z2SeqMgr.cpp:599
u32 getMainBgmID()
Definition Z2SeqMgr.h:151
void taktModeMute()
Definition Z2SeqMgr.cpp:2227
JAISoundHandle * getSubBgmHandle()
Definition Z2SeqMgr.h:184
f32 field_0xc8
Definition Z2SeqMgr.h:214
Z2SoundFader field_0x84
Definition Z2SeqMgr.h:198
f32 getChildTrackVolume(JAISoundHandle *, int)
Definition Z2SeqMgr.cpp:1613
u8 mBattleSeqState
Definition Z2SeqMgr.h:208
void setChildTrackVolume(JAISoundHandle *, int, float, u32, float, float)
Definition Z2SeqMgr.cpp:1629
Z2SeqMgr()
Definition Z2SeqMgr.cpp:19
void fieldRidingMute()
Definition Z2SeqMgr.cpp:1993
void bgmStart(u32 i_bgmID, u32, s32)
Definition Z2SeqMgr.cpp:50
bool mTimeProcVolMod
Definition Z2SeqMgr.h:224
void bgmSetSwordUsing(s32)
Definition Z2SeqMgr.cpp:2217
void stopWolfHowlSong()
Definition Z2SeqMgr.cpp:1381
Z2SoundFader mAllBgmMaster
Definition Z2SeqMgr.h:197
void bgmNowBattle(float)
Definition Z2SeqMgr.cpp:2222
void setHeightVolMod(bool, u32)
Definition Z2SeqMgr.cpp:1426
void bgmStreamPlay()
Definition Z2SeqMgr.cpp:608
Z2SoundFader mSceneBgm
Definition Z2SeqMgr.h:194
u32 getStreamBgmID()
Definition Z2SeqMgr.h:167
void resetBattleBgmParams()
Definition Z2SeqMgr.cpp:1661
void startBattleBgm(bool)
Definition Z2SeqMgr.cpp:1880
Z2SoundFader mSubBgmMaster
Definition Z2SeqMgr.h:192
void stopBattleBgm(u8, u8)
Definition Z2SeqMgr.cpp:1935
void setBattleSearched(bool)
Definition Z2SeqMgr.cpp:1678
JAISoundHandle mFanfareHandle
Definition Z2SeqMgr.h:188
u8 mBgmStatus
Definition Z2SeqMgr.h:205
void setBattleLastHit(u8)
Definition Z2SeqMgr.cpp:1825
u8 mDekuToadCount
Definition Z2SeqMgr.h:204
u32 getSubBgmID()
Definition Z2SeqMgr.h:159
void changeFishingBgm(s32)
Definition Z2SeqMgr.cpp:1254
u8 mFanfareCount
Definition Z2SeqMgr.h:203
void setBattleBgmOff(bool)
Definition Z2SeqMgr.cpp:1668
u8 mBattleLastHit
Definition Z2SeqMgr.h:211
void processBgmFramework()
Definition Z2SeqMgr.cpp:1448
void setTwilightGateVol(f32 vol)
Definition Z2SeqMgr.h:132
void talkOutBgm()
Definition Z2SeqMgr.cpp:1292
void setBattleDistState(u8)
Definition Z2SeqMgr.cpp:1716
void muteSceneBgm(u32 count, f32 vol)
Definition Z2SeqMgr.h:131
bool mRiding
Definition Z2SeqMgr.h:221
JAISoundID mFanfareID
Definition Z2SeqMgr.h:190
JAISoundHandle mStreamBgmHandle
Definition Z2SeqMgr.h:189
u8 field_0xc4
Definition Z2SeqMgr.h:213
Z2SoundFader field_0xa4
Definition Z2SeqMgr.h:200
void fieldBgmFramework()
Definition Z2SeqMgr.cpp:2044
void setWindStoneVol(f32 vol, u32 count)
Definition Z2SeqMgr.h:135
bool flag1
Definition Z2SeqMgr.h:218
void setFieldBgmPlay(bool value)
Definition Z2SeqMgr.h:126
bool mBattleSearched
Definition Z2SeqMgr.h:219
u8 field_0xc1
Definition Z2SeqMgr.h:210
bool mBattleBgmOff
Definition Z2SeqMgr.h:220
void battleBgmFramework()
Definition Z2SeqMgr.cpp:1835
void changeBgmStatus(s32)
Definition Z2SeqMgr.cpp:636
void setBattleSeqState(u8)
Definition Z2SeqMgr.cpp:1786
void subBgmStop()
void onVariantBgmJumpEnd(bool)
Definition Z2SeqMgr.cpp:1236
s16 field_0xb8
Definition Z2SeqMgr.h:202
Z2SoundFader mWindStone
Definition Z2SeqMgr.h:199
void bgmStreamPrepare(u32)
Definition Z2SeqMgr.cpp:554
void setBattleGhostMute(bool)
Definition Z2SeqMgr.cpp:1705
void onFieldBgmJumpEnd()
Definition Z2SeqMgr.cpp:2024
bool checkBgmPlaying()
Definition Z2SeqMgr.h:175
void bgmStreamStop(u32)
Definition Z2SeqMgr.cpp:625
u8 mRideCount
Definition Z2SeqMgr.h:212
f32 mTwilightGateVol
Definition Z2SeqMgr.h:201
void subBgmStopInner()
Definition Z2SeqMgr.cpp:514
void subBgmStart(u32)
void onEnemyDamage()
Definition Z2SeqMgr.h:137
JAISoundHandle mSubBgmHandle
Definition Z2SeqMgr.h:187
void setTimeProcVolMod(bool, u32)
Definition Z2SeqMgr.cpp:1434
bool mFieldBgmPlay
Definition Z2SeqMgr.h:222
void fanfareFramework()
Definition Z2SeqMgr.cpp:1307
void menuInBgm()
Definition Z2SeqMgr.cpp:1297
bool mBattleDistIgnore
Definition Z2SeqMgr.h:217
Z2SoundFader mStreamBgmMaster
Definition Z2SeqMgr.h:196
void talkInBgm()
Definition Z2SeqMgr.cpp:1282
Definition Z2SeqMgr.h:7
void calc()
Definition Z2SeqMgr.h:64
void move(f32 vol, u32 count)
Definition Z2SeqMgr.h:8
float mIntensity
Definition Z2SeqMgr.h:72
void forceOut()
Definition Z2SeqMgr.h:22
JAISoundParamsTransition::TTransition mTransition
Definition Z2SeqMgr.h:73
void fadeInFromOut(u32 count)
Definition Z2SeqMgr.h:43
u32 getCount()
Definition Z2SeqMgr.h:48
f32 getIntensity()
Definition Z2SeqMgr.h:52
void forceIn()
Definition Z2SeqMgr.h:17
f32 getDest()
Definition Z2SeqMgr.h:56
void fadeIn(u32 count)
Definition Z2SeqMgr.h:27
f32 get()
Definition Z2SeqMgr.h:68
void fadeOut(u32 count)
Definition Z2SeqMgr.h:35
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
signed short s16
Definition types.h:5
signed long s32
Definition types.h:6
unsigned char u8
Definition types.h:8