Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Z2SoundObject.h
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1#ifndef Z2SOUNDOBJECT_H
2#define Z2SOUNDOBJECT_H
3
6
8
10#if DEBUG
11, public JSULink<Z2SoundObjBase>
12#endif
13{
14public:
17
18 void deleteObject();
20
21 bool isAlive() { return alive_; }
22 void setSoundStarter(Z2SoundStarter* soundStarter) { soundStarter_ = soundStarter; }
23
24 virtual void framework(u32 mapinfo, s8 reverb);
25 virtual void dispose();
26 virtual bool stopOK(Z2SoundHandlePool& handlePool);
27 virtual void init(Vec* posPtr, u8 handleNum);
28 virtual Z2SoundHandlePool* startSound(JAISoundID soundID, u32 mapinfo, s8 reverb);
29 virtual Z2SoundHandlePool* startLevelSound(JAISoundID soundID, u32 mapinfo, s8 reverb);
30
33 /* 0x1C */ u16 field_0x1c;
34 /* 0x1E */ s8 reverb_;
35 /* 0x1F */ bool alive_;
36};
37
39public:
42
43 virtual void init(Vec* posPtr, u8 handleNum);
44 virtual Z2SoundHandlePool* startSound(JAISoundID soundID, u32 mapinfo, s8 reverb);
45 virtual Z2SoundHandlePool* startLevelSound(JAISoundID soundID, u32 mapinfo, s8 reverb);
46};
47
49public:
51 void initAnime(void* animation, bool, f32 startFrame, f32);
52 void ageSounds_();
53 void updateAnime(f32, f32);
55 void startSoundInner(const JGeometry::TVec3<f32>& pos, f32 param_1,
56 Z2SoundStarter* soundStarter, u32 mapinfo, s8 reverb);
57 u32 getSoundID(const JAUSoundAnimationSound* animationSound, const JGeometry::TVec3<f32>&, f32);
58 bool playsSound(const JAUSoundAnimationSound* animationSound, const JGeometry::TVec3<f32>&, f32);
59
60 virtual void init(Vec* posPtr, u8 handleNum);
61
62 void stopAnime() { animation_ = NULL; }
63
64 void setLoopStartFrame(f32 frame) {
65 JUT_ASSERT(119, animation_);
66 startSoundFrame_ = frame;
68 }
69
70 void setLoopEndFrame(f32 frame) {
71 JUT_ASSERT(125, animation_);
72 endSoundFrame_ = frame;
74 }
75
76 void setLoopFrame(f32 startFrame, f32 endFrame) {
77 setLoopStartFrame(startFrame);
78 setLoopEndFrame(endFrame);
79 }
80
82 /* 0x24 */ int field_0x24;
83 /* 0x28 */ f32 curSoundFrame_;
85 /* 0x30 */ f32 endSoundFrame_;
86 /* 0x34 */ int startSoundIndex_;
87 /* 0x38 */ int endSoundIndex_;
88 /* 0x3C */ int field_0x3c;
89 /* 0x40 */ int curSoundIndex_;
90 /* 0x44 */ bool reverse_;
91};
92
94public:
97
98 virtual void framework(u32 mapinfo, s8 reverb);
99 virtual void init(Vec* posPtr, u8 handleNum);
100 virtual Z2SoundHandlePool* startSound(JAISoundID soundID, u32 mapinfo, s8 reverb);
101 virtual Z2SoundHandlePool* startLevelSound(JAISoundID soundID, u32 mapinfo, s8 reverb);
102
105};
106
108public:
110 virtual void init(Vec* posPtr, u8 handleNum);
111};
112
113#endif /* Z2SOUNDOBJECT_H */
Definition JAISound.h:13
Definition JAUSoundAnimator.h:12
Definition JAUSoundAnimator.h:94
int getStartSoundIndex(f32) const
Definition JAUSoundAnimator.cpp:9
int getEndSoundIndex(f32) const
Definition JAUSoundAnimator.cpp:19
Definition Z2SoundObject.h:93
Z2DopplerSoundObjBase()
Definition Z2SoundObject.cpp:221
virtual Z2SoundHandlePool * startSound(JAISoundID soundID, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:244
JGeometry::TVec3< f32 > field_0x2c
Definition Z2SoundObject.h:104
JGeometry::TVec3< f32 > field_0x20
Definition Z2SoundObject.h:103
virtual void framework(u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:236
~Z2DopplerSoundObjBase()
Definition Z2SoundObject.cpp:226
virtual Z2SoundHandlePool * startLevelSound(JAISoundID soundID, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:259
Definition Z2SoundHandles.h:7
Definition Z2SoundHandles.h:12
Definition Z2SoundObject.h:48
int curSoundIndex_
Definition Z2SoundObject.h:89
int endSoundIndex_
Definition Z2SoundObject.h:87
Z2SoundObjAnime()
Definition Z2SoundObject.cpp:328
bool reverse_
Definition Z2SoundObject.h:90
void setLoopStartFrame(f32 frame)
Definition Z2SoundObject.h:64
JAUSoundAnimation * animation_
Definition Z2SoundObject.h:81
void updateSoundLifeTime_(f32, f32)
Definition Z2SoundObject.cpp:437
f32 curSoundFrame_
Definition Z2SoundObject.h:83
int field_0x3c
Definition Z2SoundObject.h:88
void initAnime(void *animation, bool, f32 startFrame, f32)
Definition Z2SoundObject.cpp:337
f32 endSoundFrame_
Definition Z2SoundObject.h:85
void updateAnime(f32, f32)
Definition Z2SoundObject.cpp:387
int field_0x24
Definition Z2SoundObject.h:82
int startSoundIndex_
Definition Z2SoundObject.h:86
void ageSounds_()
Definition Z2SoundObject.cpp:362
void startSoundInner(const JGeometry::TVec3< f32 > &pos, f32 param_1, Z2SoundStarter *soundStarter, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:479
u32 getSoundID(const JAUSoundAnimationSound *animationSound, const JGeometry::TVec3< f32 > &, f32)
Definition Z2SoundObject.cpp:524
void setLoopEndFrame(f32 frame)
Definition Z2SoundObject.h:70
void stopAnime()
Definition Z2SoundObject.h:62
void setLoopFrame(f32 startFrame, f32 endFrame)
Definition Z2SoundObject.h:76
f32 startSoundFrame_
Definition Z2SoundObject.h:84
bool playsSound(const JAUSoundAnimationSound *animationSound, const JGeometry::TVec3< f32 > &, f32)
Definition Z2SoundObject.cpp:529
Definition Z2SoundObject.h:107
Z2SoundObjArrow()
Definition Z2SoundObject.cpp:322
Definition Z2SoundObject.h:13
s8 reverb_
Definition Z2SoundObject.h:34
JGeometry::TVec3< f32 > * pos_
Definition Z2SoundObject.h:32
void deleteObject()
Definition Z2SoundObject.cpp:42
bool alive_
Definition Z2SoundObject.h:35
void setSoundStarter(Z2SoundStarter *soundStarter)
Definition Z2SoundObject.h:22
virtual bool stopOK(Z2SoundHandlePool &handlePool)
Definition Z2SoundObject.cpp:76
Z2SoundHandlePool * startCollisionSE(u32 hitID, u32 mapinfo, Z2SoundObjBase *other)
Definition Z2SoundObject.cpp:189
virtual void dispose()
Definition Z2SoundObject.cpp:59
Z2SoundStarter * soundStarter_
Definition Z2SoundObject.h:31
Z2SoundObjBase()
Definition Z2SoundObject.cpp:16
bool isAlive()
Definition Z2SoundObject.h:21
virtual Z2SoundHandlePool * startSound(JAISoundID soundID, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:84
virtual void framework(u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:51
u16 field_0x1c
Definition Z2SoundObject.h:33
virtual Z2SoundHandlePool * startLevelSound(JAISoundID soundID, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:128
Definition Z2SoundObject.h:38
Z2SoundObjSimple()
Definition Z2SoundObject.cpp:274
~Z2SoundObjSimple()
Definition Z2SoundObject.h:41
virtual Z2SoundHandlePool * startSound(JAISoundID soundID, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:280
virtual Z2SoundHandlePool * startLevelSound(JAISoundID soundID, u32 mapinfo, s8 reverb)
Definition Z2SoundObject.cpp:293
static initFunc init[]
Definition d_menu_collect.cpp:39
signed char s8
Definition types.h:7
unsigned long u32
Definition types.h:12
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
Definition JGeometry.h:70
Definition mtx.h:13
Definition Z2SoundStarter.h:6