Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Z2SeqMgr.h
Go to the documentation of this file.
1#ifndef Z2SEQMGR_H
2#define Z2SEQMGR_H
3
6
8 void move(f32 value, u32 moveTime) {
9 if (moveTime != 0) {
10 transition_.set(value, intensity_, moveTime);
11 } else {
12 intensity_ = value;
14 }
15 }
16
17 void forceIn() {
18 intensity_ = 1.0f;
20 }
21
22 void forceOut() {
23 intensity_ = 0.0f;
25 }
26
27 void fadeIn(u32 fadeTime) {
28 if (fadeTime != 0) {
29 transition_.set(1.0f, intensity_, fadeTime);
30 } else {
31 forceIn();
32 }
33 }
34
35 void fadeOut(u32 fadeTime) {
36 if (fadeTime != 0) {
37 transition_.set(0.0f, intensity_, fadeTime);
38 } else {
39 forceOut();
40 }
41 }
42
43 void fadeInFromOut(u32 fadeTime) {
44 intensity_ = 0.0f;
45 fadeIn(fadeTime);
46 }
47
48 u32 getCount() const {
50 }
51
52 f32 getIntensity() const {
53 return intensity_;
54 }
55
56 f32 getDest() const {
58 }
59
63
64 f32 get() {
65 return getIntensity();
66 }
67
68 /* 0x0 */ f32 intensity_;
70}; // Size = 0x10
71
72class Z2SeqMgr : public JASGlobalInstance<Z2SeqMgr> {
73public:
74 Z2SeqMgr();
75
76 void bgmStart(u32 bgmID, u32 fadeTime, s32);
77 void bgmStop(u32 fadeTime, s32);
78 void subBgmStart(u32 bgmID);
79 void subBgmStop();
80 void subBgmStopInner();
81 void bgmStreamPrepare(u32 bgmID);
83 void bgmStreamPlay();
84 void bgmStreamStop(u32 fadeTime);
87 void onVariantBgmJumpEnd(bool);
89 void talkInBgm();
90 void talkOutBgm();
91 void menuInBgm();
92 void menuOutBgm();
93 void fanfareFramework();
94 void stopWolfHowlSong();
95 void setHeightVolMod(bool isVolMod, u32 fadeTime);
96 void setTimeProcVolMod(bool isVolMod, u32 fadeTime);
98 bool checkBgmIDPlaying(u32 bgmID);
99 f32 getChildTrackVolume(JAISoundHandle* handle, int trackId);
100 void setChildTrackVolume(JAISoundHandle* handle, int trackId, f32 volume,
101 u32 moveTime, f32 pan, f32 dolby);
103 void setBattleBgmOff(bool isBgmOff);
104 void setBattleSearched(bool isBattleSearched);
105 void setBattleDistIgnore(bool isBattleDistIgnore);
106 void setBattleGhostMute(bool isBattleGhostMute);
107 void setBattleDistState(u8 state);
108 void setBattleSeqState(u8 state);
109 void setBattleLastHit(u8 lastHit);
110 void battleBgmFramework();
111 void startBattleBgm(bool isFadeIn);
112 void stopBattleBgm(u8 subFadeoutTime, u8 mainFadeinTime);
113 void fieldBgmStart();
114 void fieldRidingMute();
115 void onFieldBgmJumpStart();
116 void onFieldBgmJumpEnd();
117 void fieldBgmFramework();
118 void mbossBgmMuteProcess();
119 void bgmSetSwordUsing(s32);
120 void bgmNowBattle(f32);
121 void taktModeMute();
122 void taktModeMuteOff();
123
124 void setFieldBgmPlay(bool value) { mFlags.mFieldBgmPlay = value; }
125
126 void unMuteSceneBgm(u32 fadeTime) {
127 mBgmPause.move(1.0f, 0);
128 mSceneBgm.move(1.0f, fadeTime);
129 }
130
131 void muteSceneBgm(u32 fadeTime, f32 vol) { mSceneBgm.move(vol, fadeTime); }
132
134 mTwilightGateVol = vol < 0.0f ? 0.0f : vol > 1.0f ? 1.0f : vol;
135 }
136
137 void setWindStoneVol(f32 vol, u32 fadeTime) { mWindStone.move(vol, fadeTime); };
138
140
141 void bgmAllMute(u32 fadeTime, f32 val) {
142 mAllBgmMaster.move(val, fadeTime);
143 }
144
145 void bgmAllUnMute(u32 fadeTime) {
146 mAllBgmMaster.move(1.0f, fadeTime);
147 }
148
151 }
152
154 u32 id;
155 if (mMainBgmHandle) {
156 id = mMainBgmHandle->getID();
157 } else {
158 id = -1;
159 }
160
161 return id;
162 }
163
165 u32 id;
166 if (mSubBgmHandle) {
167 id = mSubBgmHandle->getID();
168 } else {
169 id = -1;
170 }
171
172 return id;
173 }
174
176 u32 id;
177 if (mStreamBgmHandle) {
178 id = mStreamBgmHandle->getID();
179 } else {
180 id = -1;
181 }
182
183 return id;
184 }
185
188 }
189
191 return getSubBgmID();
192 }
193
196
197 #if DEBUG
200 #endif
201
218 /* 0xB8 */ s16 field_0xb8;
219 /* 0xBA */ u8 mFanfareCount;
220 /* 0xBB */ u8 mDekuToadCount;
221 /* 0xBC */ u8 mBgmStatus;
222 /* 0xBD */ u8 mSubBgmStatus;
224 /* 0xBF */ u8 mBattleSeqState;
225 /* 0xC0 */ u8 mBattleSeqCount;
226 /* 0xC1 */ u8 field_0xc1;
227 /* 0xC2 */ u8 mBattleLastHit;
228 /* 0xC3 */ u8 mRideCount;
229 /* 0xC4 */ u8 field_0xc4;
230 /* 0xC8 */ f32 field_0xc8;
231 /* 0xCC */ f32 field_0xcc;
232 /* 0xD0 */ struct {
234 bool flag1 : 1;
237 bool mRiding : 1;
242}; // Size = 0xD4
243
247
251 Z2BGM_FIELD = 0x1000002,
252 Z2BGM_DUNGEON = 0x1000003,
255 Z2BGM_COWBOY_GAME = 0x1000006,
259 Z2BGM_ITEM_GET = 0x100000A,
261 Z2BGM_BOSSBABA_0 = 0x100000C,
262 Z2BGM_BOSSBABA_1 = 0x100000D,
263 Z2BGM_BOSSBABA_2 = 0x100000E,
265 Z2BGM_RANCH = 0x1000010,
266 Z2BGM_WILD_GOAT = 0x1000011,
267 Z2BGM_OPEN_BOX = 0x1000012,
268 Z2BGM_GAME_OVER = 0x1000013,
269 Z2BGM_ITEM_GET_ME = 0x1000014,
271 Z2BGM_TWILIGHT = 0x1000016,
272 Z2BGM_EVENT01 = 0x1000017,
273 Z2BGM_DUNGEON_LV2 = 0x1000018,
274 Z2BGM_TOAL_NIGHT = 0x1000019,
277 Z2BGM_HEART_GET = 0x100001C,
278 Z2BGM_MAGNE_GORON = 0x100001D,
279 Z2BGM_SHOP01 = 0x100001E,
280 Z2BGM_SHOP02 = 0x100001F,
281 Z2BGM_DUNGEON_LV3 = 0x1000020,
285 Z2BGM_SUMO = 0x1000024,
287 Z2BGM_KAKARIKO = 0x1000026,
288 Z2BGM_DEKUTOAD = 0x1000027,
290 Z2BGM_RODEO = 0x1000029,
292 Z2BGM_SUMO_D1 = 0x100002B,
293 Z2BGM_INDOOR = 0x100002C,
294 Z2BGM_DUNGEON_LV4 = 0x100002D,
295 Z2BGM_STATUE_GAME = 0x100002E,
296 Z2BGM_EVENT02 = 0x100002F,
301 Z2BGM_DESERT = 0x1000034,
304 Z2BGM_DUNGEON_LV5 = 0x1000037,
305 Z2BGM_DEMO10 = 0x1000038,
306 Z2BGM_VARIANT = 0x1000039,
308 Z2BGM_CASTLE_TOWN = 0x100003B,
309 Z2BGM_DUNGEON_LV6 = 0x100003C,
310 Z2BGM_DUNGEON_LV7 = 0x100003D,
311 Z2BGM_DUNGEON_LV8 = 0x100003E,
314 Z2BGM_HOLY_FOREST = 0x1000041,
315 Z2BGM_FISHING = 0x1000042,
320 Z2BGM_LUTERA1 = 0x1000047,
321 Z2BGM_LUTERA2 = 0x1000048,
322 Z2BGM_FISHING_HIT = 0x1000049,
324 Z2BGM_SNOW_BOARD = 0x100004B,
327 Z2BGM_DEMO08 = 0x100004E,
328 Z2BGM_DEMO13_SEQ = 0x100004F,
329 Z2BGM_CHURCH1 = 0x1000050,
330 Z2BGM_CHURCH2 = 0x1000051,
337 Z2BGM_SHOP_CELEB = 0x1000058,
338 Z2BGM_SHOP_MARO = 0x1000059,
339 Z2BGM_LAKE = 0x100005A,
343 Z2BGM_ROOM_2 = 0x100005E,
344 Z2BGM_MIDNA_SOS = 0x100005F,
345 Z2BGM_FORTUNE = 0x1000060,
346 Z2BGM_IB_MBOSS = 0x1000061,
347 Z2BGM_BOSS_ZANT = 0x1000062,
349 Z2BGM_SUMOMO = 0x1000064,
350 Z2BGM_RAKKA_HOUSE = 0x1000065,
355 Z2BGM_LUTERA_DEMO = 0x100006A,
357 Z2BGM_TN_MBOSS = 0x100006C,
358 Z2BGM_OBACHAN = 0x100006D,
359 Z2BGM_RIVER_GAME = 0x100006E,
360 Z2BGM_GG_MBOSS = 0x100006F,
364 Z2BGM_HEALING_DUO = 0x1000073,
366 Z2BGM_NEW_01_HOWL = 0x1000075,
367 Z2BGM_NEW_01_DUO = 0x1000076,
368 Z2BGM_SUB_DUNGEON = 0x1000077,
369 Z2BGM_WCS_GAME = 0x1000078,
370 Z2BGM_WCS_D01 = 0x1000079,
373 Z2BGM_NEW_02_HOWL = 0x100007C,
374 Z2BGM_NEW_02_DUO = 0x100007D,
376 Z2BGM_NEW_03_HOWL = 0x100007F,
377 Z2BGM_NEW_03_DUO = 0x1000080,
382 Z2BGM_P_ZANT = 0x1000085,
383 Z2BGM_VS_GANON_01 = 0x1000086,
384 Z2BGM_VS_GANON_02 = 0x1000087,
385 Z2BGM_VS_GANON_04 = 0x1000088,
390 Z2BGM_DRAGON_D01 = 0x100008D,
391 Z2BGM_DRAGON_D02 = 0x100008E,
396 Z2BGM_GOMA_D01 = 0x1000093,
397 Z2BGM_GOMA_BTL01 = 0x1000094,
398 Z2BGM_GOMA_BTL02 = 0x1000095,
403 Z2BGM_INDOOR_03 = 0x100009A,
404 Z2BGM_INDOOR_04 = 0x100009B,
407 Z2BGM_POSTMAN = 0x100009E,
408 Z2BGM_EVENT05 = 0x100009F,
412 Z2BGM_TARO_RESCUE = 0x10000A3,
415 Z2BGM_ZORA_D01 = 0x10000A6,
416 Z2BGM_SUMO_D02 = 0x10000A7,
418 Z2BGM_MENU_SELECT = 0x10000A9,
419 Z2BGM_TEMP = 0x10000AA,
420 Z2BGM_TEMP_O = 0x10000AB
422
423#endif /* Z2SEQMGR_H */
Z2BgmID
Definition Z2SeqMgr.h:248
@ Z2BGM_SOUL_REQ_DUO
Definition Z2SeqMgr.h:354
@ Z2BGM_TOAL_NIGHT
Definition Z2SeqMgr.h:274
@ Z2BGM_STATUE_GAME
Definition Z2SeqMgr.h:295
@ Z2BGM_LUTERA1
Definition Z2SeqMgr.h:320
@ Z2BGM_WCS_D01
Definition Z2SeqMgr.h:370
@ Z2BGM_FISHING_HIT
Definition Z2SeqMgr.h:322
@ Z2BGM_ITEM_GET_ME_S
Definition Z2SeqMgr.h:409
@ Z2BGM_ITEM_GET_SMELL
Definition Z2SeqMgr.h:379
@ Z2BGM_HARAGIGANT_BTL02
Definition Z2SeqMgr.h:389
@ Z2BGM_BOSS_OCTAEEL_D01
Definition Z2SeqMgr.h:299
@ Z2BGM_ITEM_GET_POU
Definition Z2SeqMgr.h:380
@ Z2BGM_VARIANT
Definition Z2SeqMgr.h:306
@ Z2BGM_CARGO_GAME_TW
Definition Z2SeqMgr.h:307
@ Z2BGM_SHOP02
Definition Z2SeqMgr.h:280
@ Z2BGM_CHURCH1
Definition Z2SeqMgr.h:329
@ Z2BGM_DUNGEON_LV3
Definition Z2SeqMgr.h:281
@ Z2BGM_NEW_02_DUO
Definition Z2SeqMgr.h:374
@ Z2BGM_FISHING_GET3
Definition Z2SeqMgr.h:319
@ Z2BGM_DRAGON_D02
Definition Z2SeqMgr.h:391
@ Z2BGM_MAGNE_GORON_D01
Definition Z2SeqMgr.h:282
@ Z2BGM_LIGHT_PRLD_DUO
Definition Z2SeqMgr.h:351
@ Z2BGM_GOMA_D01
Definition Z2SeqMgr.h:396
@ Z2BGM_EVENT01
Definition Z2SeqMgr.h:272
@ Z2BGM_SNOWBOARD_WIN
Definition Z2SeqMgr.h:401
@ Z2BGM_GAME_OVER
Definition Z2SeqMgr.h:268
@ Z2BGM_HOWL_ZELDASONG
Definition Z2SeqMgr.h:333
@ Z2BGM_SHOP_MARO
Definition Z2SeqMgr.h:338
@ Z2BGM_BOSS_SNOWWOMAN_1
Definition Z2SeqMgr.h:326
@ Z2BGM_DUNGEON_LV8
Definition Z2SeqMgr.h:311
@ Z2BGM_NEW_02_HOWL
Definition Z2SeqMgr.h:373
@ Z2BGM_FACE_OFF_BATTLE3
Definition Z2SeqMgr.h:400
@ Z2BGM_MENU_SELECT
Definition Z2SeqMgr.h:418
@ Z2BGM_BOSS_SNOWWOMAN_0
Definition Z2SeqMgr.h:325
@ Z2BGM_VS_GANON_02
Definition Z2SeqMgr.h:384
@ Z2BGM_DEMO08
Definition Z2SeqMgr.h:327
@ Z2BGM_NEW_02_STONE
Definition Z2SeqMgr.h:372
@ Z2BGM_BOSS_ZANT
Definition Z2SeqMgr.h:347
@ Z2BGM_BRIDGE_ON_FIRE
Definition Z2SeqMgr.h:303
@ Z2BGM_VS_GANON_04
Definition Z2SeqMgr.h:385
@ Z2BGM_POSTMAN
Definition Z2SeqMgr.h:407
@ Z2BGM_EVENT02
Definition Z2SeqMgr.h:296
@ Z2BGM_FISHING
Definition Z2SeqMgr.h:315
@ Z2BGM_BATTLE_TWILIGHT
Definition Z2SeqMgr.h:276
@ Z2BGM_RIVER_GAME_00
Definition Z2SeqMgr.h:414
@ Z2BGM_FISHING_GET2
Definition Z2SeqMgr.h:318
@ Z2BGM_COWBOY_GAME
Definition Z2SeqMgr.h:255
@ Z2BGM_ZORA_D01
Definition Z2SeqMgr.h:415
@ Z2BGM_NEW_01_STONE
Definition Z2SeqMgr.h:365
@ Z2BGM_VS_GANON_01
Definition Z2SeqMgr.h:383
@ Z2BGM_SHOP_CELEB
Definition Z2SeqMgr.h:337
@ Z2BGM_INDOOR
Definition Z2SeqMgr.h:293
@ Z2BGM_HIDDEN_VILLAGE
Definition Z2SeqMgr.h:336
@ Z2BGM_ITEM_GET_ME
Definition Z2SeqMgr.h:269
@ Z2BGM_DRAGON_BTL01
Definition Z2SeqMgr.h:392
@ Z2BGM_TEMPLE_OF_TIME
Definition Z2SeqMgr.h:356
@ Z2BGM_SNOW_MOUNTAIN
Definition Z2SeqMgr.h:323
@ Z2BGM_WCS_GAME
Definition Z2SeqMgr.h:369
@ Z2BGM_TARO_RESCUE
Definition Z2SeqMgr.h:412
@ Z2BGM_HARAGIGANT_D01
Definition Z2SeqMgr.h:386
@ Z2BGM_KOMONJO_GET_INTRO
Definition Z2SeqMgr.h:413
@ Z2BGM_FIELD
Definition Z2SeqMgr.h:251
@ Z2BGM_HOWL_TOBIKUSA
Definition Z2SeqMgr.h:331
@ Z2BGM_MINIGAME_WIN02
Definition Z2SeqMgr.h:406
@ Z2BGM_FACE_OFF_BATTLE
Definition Z2SeqMgr.h:256
@ Z2BGM_SNOWBOARD_LOSE
Definition Z2SeqMgr.h:402
@ Z2BGM_MAGNE_GORON_D02
Definition Z2SeqMgr.h:283
@ Z2BGM_OUGI_TRAINING
Definition Z2SeqMgr.h:361
@ Z2BGM_RODEO
Definition Z2SeqMgr.h:290
@ Z2BGM_DUNGEON_LV7
Definition Z2SeqMgr.h:310
@ Z2BGM_HEART_GET
Definition Z2SeqMgr.h:277
@ Z2BGM_MINIGAME_ROOM
Definition Z2SeqMgr.h:371
@ Z2BGM_OPEN_BOX
Definition Z2SeqMgr.h:267
@ Z2BGM_DEATH_MOUNTAIN02
Definition Z2SeqMgr.h:313
@ Z2BGM_OBACHAN
Definition Z2SeqMgr.h:358
@ Z2BGM_FIELD_LINK_NIGHT
Definition Z2SeqMgr.h:250
@ Z2BGM_BATTLE_NORMAL
Definition Z2SeqMgr.h:264
@ Z2BGM_FISHING_BARE
Definition Z2SeqMgr.h:316
@ Z2BGM_HORSE_BATTLE_D02
Definition Z2SeqMgr.h:270
@ Z2BGM_D30_02_NEXT_REQ
Definition Z2SeqMgr.h:411
@ Z2BGM_KAKARIKO
Definition Z2SeqMgr.h:287
@ Z2BGM_BOOMERAMG_MONKEY
Definition Z2SeqMgr.h:257
@ Z2BGM_TEMP_O
Definition Z2SeqMgr.h:420
@ Z2BGM_FILONE_FOREST
Definition Z2SeqMgr.h:284
@ Z2BGM_HEALING_STONE
Definition Z2SeqMgr.h:362
@ Z2BGM_NEW_03_DUO
Definition Z2SeqMgr.h:377
@ Z2BGM_INDOOR_03
Definition Z2SeqMgr.h:403
@ Z2BGM_RAKKA_HOUSE
Definition Z2SeqMgr.h:350
@ Z2BGM_TEMP
Definition Z2SeqMgr.h:419
@ Z2BGM_HOLY_FOREST
Definition Z2SeqMgr.h:314
@ Z2BGM_DUNGEON_FOREST
Definition Z2SeqMgr.h:258
@ Z2BGM_MIDNA_SOS
Definition Z2SeqMgr.h:344
@ Z2BGM_SUMO
Definition Z2SeqMgr.h:285
@ Z2BGM_SOUL_REQ_HOWL
Definition Z2SeqMgr.h:353
@ Z2BGM_TN_MBOSS_LV9
Definition Z2SeqMgr.h:417
@ Z2BGM_HOWL_UMAKUSA
Definition Z2SeqMgr.h:332
@ Z2BGM_HORSE_BATTLE
Definition Z2SeqMgr.h:253
@ Z2BGM_KOROKORO_GAME
Definition Z2SeqMgr.h:394
@ Z2BGM_BOSSFIREMAN_1
Definition Z2SeqMgr.h:291
@ Z2BGM_LUTERA_DEMO
Definition Z2SeqMgr.h:355
@ Z2BGM_DUNGEON_LV9_02
Definition Z2SeqMgr.h:312
@ Z2BGM_RANCH
Definition Z2SeqMgr.h:265
@ Z2BGM_DUNGEON_LV6
Definition Z2SeqMgr.h:309
@ Z2BGM_GOMA_BTL02
Definition Z2SeqMgr.h:398
@ Z2BGM_FIELD_LINK_DAY
Definition Z2SeqMgr.h:249
@ Z2BGM_TOAL_VILLEGE
Definition Z2SeqMgr.h:254
@ Z2BGM_NEW_03_HOWL
Definition Z2SeqMgr.h:376
@ Z2BGM_CASTLE_TOWN
Definition Z2SeqMgr.h:308
@ Z2BGM_FACE_OFF_BATTLE2
Definition Z2SeqMgr.h:399
@ Z2BGM_ROOM_2
Definition Z2SeqMgr.h:343
@ Z2BGM_BOSSBABA_0
Definition Z2SeqMgr.h:261
@ Z2BGM_HEALING_HOWL
Definition Z2SeqMgr.h:363
@ Z2BGM_BOSSBABA_1
Definition Z2SeqMgr.h:262
@ Z2BGM_DUNGEON_LV2
Definition Z2SeqMgr.h:273
@ Z2BGM_DEATH_MOUNTAIN01
Definition Z2SeqMgr.h:275
@ Z2BGM_HARAGIGANT_D02
Definition Z2SeqMgr.h:387
@ Z2BGM_EVENT05
Definition Z2SeqMgr.h:408
@ Z2BGM_SUB_DUNGEON
Definition Z2SeqMgr.h:368
@ Z2BGM_HARAGIGANT_BTL01
Definition Z2SeqMgr.h:388
@ Z2BGM_HIDDEN_VIL_D1
Definition Z2SeqMgr.h:335
@ Z2BGM_INDOOR_04
Definition Z2SeqMgr.h:404
@ Z2BGM_D30_01_NEXT_REQ
Definition Z2SeqMgr.h:410
@ Z2BGM_DEMO13_SEQ
Definition Z2SeqMgr.h:328
@ Z2BGM_NEW_01_HOWL
Definition Z2SeqMgr.h:366
@ Z2BGM_BOSSFIREMAN_0
Definition Z2SeqMgr.h:286
@ Z2BGM_WILD_GOAT
Definition Z2SeqMgr.h:266
@ Z2BGM_DEKUTOAD_D01
Definition Z2SeqMgr.h:289
@ Z2BGM_TWILIGHT
Definition Z2SeqMgr.h:271
@ Z2BGM_DEMO10
Definition Z2SeqMgr.h:305
@ Z2BGM_DRAGON_D01
Definition Z2SeqMgr.h:390
@ Z2BGM_RIVER_GAME
Definition Z2SeqMgr.h:359
@ Z2BGM_LAKE
Definition Z2SeqMgr.h:339
@ Z2BGM_GG_MBOSS_D01
Definition Z2SeqMgr.h:381
@ Z2BGM_DUNGEON
Definition Z2SeqMgr.h:252
@ Z2BGM_CHURCH2
Definition Z2SeqMgr.h:330
@ Z2BGM_DUNGEON_LV5
Definition Z2SeqMgr.h:304
@ Z2BGM_SUMOMO
Definition Z2SeqMgr.h:349
@ Z2BGM_TN_MBOSS
Definition Z2SeqMgr.h:357
@ Z2BGM_FORTUNE
Definition Z2SeqMgr.h:345
@ Z2BGM_DUNGEON_LV4
Definition Z2SeqMgr.h:294
@ Z2BGM_GG_MBOSS
Definition Z2SeqMgr.h:360
@ Z2BGM_HEALING_DUO
Definition Z2SeqMgr.h:364
@ Z2BGM_STONE_ZELDASONG
Definition Z2SeqMgr.h:340
@ Z2BGM_ITEM_GET_MINI
Definition Z2SeqMgr.h:260
@ Z2BGM_NEW_01_DUO
Definition Z2SeqMgr.h:367
@ Z2BGM_YAMIMUSHI_B_D01
Definition Z2SeqMgr.h:395
@ Z2BGM_BOSS_OCTAEEL_0
Definition Z2SeqMgr.h:297
@ Z2BGM_BOSS_OCTAEEL_1
Definition Z2SeqMgr.h:298
@ Z2BGM_BOSSBABA_2
Definition Z2SeqMgr.h:263
@ Z2BGM_STONE_LIGHT_PRLD
Definition Z2SeqMgr.h:341
@ Z2BGM_SUMO_D02
Definition Z2SeqMgr.h:416
@ Z2BGM_FISHING_GET1
Definition Z2SeqMgr.h:317
@ Z2BGM_BOSS_OCTAEEL_D02
Definition Z2SeqMgr.h:300
@ Z2BGM_NEW_03_STONE
Definition Z2SeqMgr.h:375
@ Z2BGM_ITEM_GET
Definition Z2SeqMgr.h:259
@ Z2BGM_IB_MBOSS
Definition Z2SeqMgr.h:346
@ Z2BGM_LUTERA2
Definition Z2SeqMgr.h:321
@ Z2BGM_DEKUTOAD
Definition Z2SeqMgr.h:288
@ Z2BGM_SOUL_REQ_STONE
Definition Z2SeqMgr.h:352
@ Z2BGM_SUMO_D1
Definition Z2SeqMgr.h:292
@ Z2BGM_SHOP01
Definition Z2SeqMgr.h:279
@ Z2BGM_ZORA_VILLAGE
Definition Z2SeqMgr.h:302
@ Z2BGM_DESERT
Definition Z2SeqMgr.h:301
@ Z2BGM_MINIGAME_WIN01
Definition Z2SeqMgr.h:405
@ Z2BGM_MAGNE_GORON
Definition Z2SeqMgr.h:278
@ Z2BGM_IB_MBOSS_D01
Definition Z2SeqMgr.h:348
@ Z2BGM_P_ZANT
Definition Z2SeqMgr.h:382
@ Z2BGM_DRAGON_BTL02
Definition Z2SeqMgr.h:393
@ Z2BGM_GOMA_BTL01
Definition Z2SeqMgr.h:397
@ Z2BGM_HOWL_LIGHT_PRLD
Definition Z2SeqMgr.h:334
@ Z2BGM_BOSS_SNOWWOMAN_D1
Definition Z2SeqMgr.h:342
@ Z2BGM_ITEM_GET_INSECT
Definition Z2SeqMgr.h:378
@ Z2BGM_SNOW_BOARD
Definition Z2SeqMgr.h:324
Z2SeqMgr * Z2GetSeqMgr()
Definition Z2SeqMgr.h:244
Definition JAISound.h:15
bool isSoundAttached() const
Definition JAISound.h:20
Definition JAISound.h:43
JAISoundID getID() const
Definition JAISound.h:291
Definition JASGadget.h:12
static T * getInstance()
Definition JASGadget.h:31
Definition Z2SeqMgr.h:72
void bgmStreamStop(u32 fadeTime)
Definition Z2SeqMgr.cpp:670
void mbossBgmMuteProcess()
Definition Z2SeqMgr.cpp:2329
void menuOutBgm()
Definition Z2SeqMgr.cpp:1377
Z2SoundFader mBgmPause
Definition Z2SeqMgr.h:209
void setChildTrackVolume(JAISoundHandle *handle, int trackId, f32 volume, u32 moveTime, f32 pan, f32 dolby)
Definition Z2SeqMgr.cpp:1705
void setBattleDistIgnore(bool isBattleDistIgnore)
Definition Z2SeqMgr.cpp:1783
bool isItemGetDemo()
Definition Z2SeqMgr.h:149
void setBattleSeqState(u8 state)
Definition Z2SeqMgr.cpp:1870
void bgmStop(u32 fadeTime, s32)
Definition Z2SeqMgr.cpp:231
u8 mBattleSeqCount
Definition Z2SeqMgr.h:225
void fieldBgmStart()
Definition Z2SeqMgr.cpp:2087
JAISoundHandle mMainBgmHandle
Definition Z2SeqMgr.h:202
Z2SoundFader mMainBgmMaster
Definition Z2SeqMgr.h:207
Z2SoundFader mFanfareMute
Definition Z2SeqMgr.h:211
bool mHeightVolMod
Definition Z2SeqMgr.h:239
u8 mBattleDistState
Definition Z2SeqMgr.h:223
u32 checkPlayingSubBgmFlag()
Definition Z2SeqMgr.h:190
void bgmStreamPrepare(u32 bgmID)
Definition Z2SeqMgr.cpp:592
f32 field_0xcc
Definition Z2SeqMgr.h:231
u8 mSubBgmStatus
Definition Z2SeqMgr.h:222
void setTimeProcVolMod(bool isVolMod, u32 fadeTime)
Definition Z2SeqMgr.cpp:1507
JAISoundHandle * getMainBgmHandle()
Definition Z2SeqMgr.h:194
void onFieldBgmJumpStart()
Definition Z2SeqMgr.cpp:2135
void taktModeMuteOff()
Definition Z2SeqMgr.cpp:2339
bool bgmStreamCheckReady()
Definition Z2SeqMgr.cpp:641
u32 getMainBgmID()
Definition Z2SeqMgr.h:153
void changeBgmStatus(s32 status)
Definition Z2SeqMgr.cpp:682
void taktModeMute()
Definition Z2SeqMgr.cpp:2335
void setHeightVolMod(bool isVolMod, u32 fadeTime)
Definition Z2SeqMgr.cpp:1500
JAISoundHandle * getSubBgmHandle()
Definition Z2SeqMgr.h:195
f32 field_0xc8
Definition Z2SeqMgr.h:230
void setBattleDistState(u8 state)
Definition Z2SeqMgr.cpp:1797
struct Z2SeqMgr::@245 mFlags
Z2SoundFader field_0x84
Definition Z2SeqMgr.h:214
u8 mBattleSeqState
Definition Z2SeqMgr.h:224
Z2SeqMgr()
Definition Z2SeqMgr.cpp:96
void fieldRidingMute()
Definition Z2SeqMgr.cpp:2110
u8 field_0x04_debug
Definition Z2SeqMgr.h:199
bool mTimeProcVolMod
Definition Z2SeqMgr.h:240
void bgmSetSwordUsing(s32)
Definition Z2SeqMgr.cpp:2331
void stopWolfHowlSong()
Definition Z2SeqMgr.cpp:1456
Z2SoundFader mAllBgmMaster
Definition Z2SeqMgr.h:213
void bgmStreamPlay()
Definition Z2SeqMgr.cpp:649
Z2SoundFader mSceneBgm
Definition Z2SeqMgr.h:210
u32 getStreamBgmID()
Definition Z2SeqMgr.h:175
void resetBattleBgmParams()
Definition Z2SeqMgr.cpp:1746
Z2SoundFader mSubBgmMaster
Definition Z2SeqMgr.h:208
JAISoundHandle mFanfareHandle
Definition Z2SeqMgr.h:204
void bgmNowBattle(f32)
Definition Z2SeqMgr.cpp:2333
void setBattleLastHit(u8 lastHit)
Definition Z2SeqMgr.cpp:1920
void setWindStoneVol(f32 vol, u32 fadeTime)
Definition Z2SeqMgr.h:137
void subBgmStart(u32 bgmID)
Definition Z2SeqMgr.cpp:248
u8 mBgmStatus
Definition Z2SeqMgr.h:221
void bgmAllMute(u32 fadeTime, f32 val)
Definition Z2SeqMgr.h:141
u8 mDekuToadCount
Definition Z2SeqMgr.h:220
u32 getSubBgmID()
Definition Z2SeqMgr.h:164
void changeFishingBgm(s32)
Definition Z2SeqMgr.cpp:1326
void startBattleBgm(bool isFadeIn)
Definition Z2SeqMgr.cpp:1976
u8 mFanfareCount
Definition Z2SeqMgr.h:219
void setBattleGhostMute(bool isBattleGhostMute)
Definition Z2SeqMgr.cpp:1787
u8 mBattleLastHit
Definition Z2SeqMgr.h:227
void processBgmFramework()
Definition Z2SeqMgr.cpp:1517
f32 field_0x00_debug
Definition Z2SeqMgr.h:198
void setTwilightGateVol(f32 vol)
Definition Z2SeqMgr.h:133
void talkOutBgm()
Definition Z2SeqMgr.cpp:1369
void muteSceneBgm(u32 fadeTime, f32 vol)
Definition Z2SeqMgr.h:131
void bgmAllUnMute(u32 fadeTime)
Definition Z2SeqMgr.h:145
bool mRiding
Definition Z2SeqMgr.h:237
JAISoundID mFanfareID
Definition Z2SeqMgr.h:206
JAISoundHandle mStreamBgmHandle
Definition Z2SeqMgr.h:205
u8 field_0xc4
Definition Z2SeqMgr.h:229
void bgmStart(u32 bgmID, u32 fadeTime, s32)
Definition Z2SeqMgr.cpp:132
Z2SoundFader field_0xa4
Definition Z2SeqMgr.h:216
void fieldBgmFramework()
Definition Z2SeqMgr.cpp:2161
void stopBattleBgm(u8 subFadeoutTime, u8 mainFadeinTime)
Definition Z2SeqMgr.cpp:2045
bool flag1
Definition Z2SeqMgr.h:234
void setFieldBgmPlay(bool value)
Definition Z2SeqMgr.h:124
bool mBattleSearched
Definition Z2SeqMgr.h:235
u8 field_0xc1
Definition Z2SeqMgr.h:226
bool mBattleBgmOff
Definition Z2SeqMgr.h:236
void battleBgmFramework()
Definition Z2SeqMgr.cpp:1929
void changeSubBgmStatus(s32 status)
Definition Z2SeqMgr.cpp:1129
void subBgmStop()
Definition Z2SeqMgr.cpp:453
void onVariantBgmJumpEnd(bool)
Definition Z2SeqMgr.cpp:1308
s16 field_0xb8
Definition Z2SeqMgr.h:218
Z2SoundFader mWindStone
Definition Z2SeqMgr.h:215
void setBattleSearched(bool isBattleSearched)
Definition Z2SeqMgr.cpp:1762
void onFieldBgmJumpEnd()
Definition Z2SeqMgr.cpp:2140
bool checkBgmPlaying()
Definition Z2SeqMgr.h:186
u8 mRideCount
Definition Z2SeqMgr.h:228
f32 mTwilightGateVol
Definition Z2SeqMgr.h:217
void unMuteSceneBgm(u32 fadeTime)
Definition Z2SeqMgr.h:126
void subBgmStopInner()
Definition Z2SeqMgr.cpp:547
void onEnemyDamage()
Definition Z2SeqMgr.h:139
JAISoundHandle mSubBgmHandle
Definition Z2SeqMgr.h:203
void setBattleBgmOff(bool isBgmOff)
Definition Z2SeqMgr.cpp:1752
bool mFieldBgmPlay
Definition Z2SeqMgr.h:238
void fanfareFramework()
Definition Z2SeqMgr.cpp:1381
void menuInBgm()
Definition Z2SeqMgr.cpp:1373
bool mBattleDistIgnore
Definition Z2SeqMgr.h:233
f32 getChildTrackVolume(JAISoundHandle *handle, int trackId)
Definition Z2SeqMgr.cpp:1674
bool checkBgmIDPlaying(u32 bgmID)
Definition Z2SeqMgr.cpp:1658
Z2SoundFader mStreamBgmMaster
Definition Z2SeqMgr.h:212
void talkInBgm()
Definition Z2SeqMgr.cpp:1361
static u16 const id[4]
Definition d_a_obj_smtile.cpp:269
static u32 status
Definition fstload.c:9
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
Definition JAISoundParams.h:27
f32 apply(f32 value)
Definition JAISoundParams.h:40
void zero()
Definition JAISoundParams.h:28
u32 remainingSteps_
Definition JAISoundParams.h:55
void set(f32 newValue, f32 currentValue, u32 maxSteps)
Definition JAISoundParams.h:34
f32 targetValue_
Definition JAISoundParams.h:54
Definition Z2SeqMgr.h:7
void calc()
Definition Z2SeqMgr.h:60
void fadeInFromOut(u32 fadeTime)
Definition Z2SeqMgr.h:43
void fadeOut(u32 fadeTime)
Definition Z2SeqMgr.h:35
JAISoundParamsTransition::TTransition transition_
Definition Z2SeqMgr.h:69
void forceOut()
Definition Z2SeqMgr.h:22
void move(f32 value, u32 moveTime)
Definition Z2SeqMgr.h:8
f32 getDest() const
Definition Z2SeqMgr.h:56
u32 getCount() const
Definition Z2SeqMgr.h:48
void fadeIn(u32 fadeTime)
Definition Z2SeqMgr.h:27
void forceIn()
Definition Z2SeqMgr.h:17
f32 getIntensity() const
Definition Z2SeqMgr.h:52
f32 intensity_
Definition Z2SeqMgr.h:68
f32 get()
Definition Z2SeqMgr.h:64