Go to the source code of this file.
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void | mDoAud_Execute () |
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void | mDoAud_resetProcess () |
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bool | mDoAud_resetRecover () |
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void | mDoAud_setSceneName (char const *spot, s32 room, s32 layer) |
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s32 | mDoAud_load1stDynamicWave () |
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static void | mDoAud_setLinkGroupInfo (u8 param_0) |
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static void | mDoAud_setLinkHp (s32 param_0, s32 param_1) |
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void | mDoAud_setFadeInStart (u8 param_0) |
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void | mDoAud_setFadeOutStart (u8 param_0) |
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void | mDoAud_bgmSetSwordUsing (s32 id) |
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void | mDoAud_bgmStart (u32 i_bgmID) |
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void | mDoAud_subBgmStart (u32 i_bgmID) |
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void | mDoAud_subBgmStop () |
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void | mDoAud_bgmNowBattle (f32 param_0) |
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void | mDoAud_bgmStreamPrepare (u32 param_0) |
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void | mDoAud_bgmStreamPlay () |
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void | mDoAud_setHour (s32 hour) |
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void | mDoAud_setMinute (s32 min) |
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void | mDoAud_setWeekday (s32 day) |
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void | mDoAud_setInDarkness (bool state) |
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void | mDoAud_seStart (u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb) |
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void | mDoAud_seStartLevel (u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb) |
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void | mDoAud_seStop (u32 i_sfxID, u32 param_1) |
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void | mDoAud_messageSePlay (u16 param_0, Vec *position, s8 param_2) |
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void | mDoAud_sceneBgmStart () |
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void | mDoAud_seDeleteObject (Vec *) |
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void | mDoAud_load2ndDynamicWave () |
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bool | mDoAud_check1stDynamicWave () |
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void | mDoAud_bgmStop (u32 param_0) |
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void | mDoAud_rainPlay (s32 enable) |
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void | mDoAud_heartGaugeOn () |
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void | mDoAud_setSnowPower (s8 i_power) |
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void | mDoAud_setFogWipeWidth (f32 i_width) |
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void | mDoAud_startFogWipeTrigger (const Vec *param_0) |
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void | mDoAud_changeSubBgmStatus (s32 param_0) |
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void | mDoAud_taktModeMute () |
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void | mDoAud_taktModeMuteOff () |
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void | mDoAud_getCameraMapInfo (u32 param_0) |
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void | mDoAud_setCameraGroupInfo (u8 param_0) |
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void | mDoAud_setLinkShieldType (s32 param_0, s32 param_1) |
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void | mDoAud_mEnvse_framework () |
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void | mDoAud_mEnvse_resetScene () |
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void | mDoAud_mEnvSe_startFarThunderSe (const Vec *param_0) |
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void | mDoAud_mEnvse_initStrongWind () |
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void | mDoAud_mEnvse_setWindDirection (Vec *i_direction) |
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void | mDoAud_mEnvse_startStrongWindSe (s8 i_reverb) |
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void | mDoAud_mEnvse_setWindType (u8 i_type) |
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void | mDoAud_mEnvse_initStaticEnvSe (u8 param_0, u8 param_1, u8 param_2, u8 param_3, const Vec *param_4) |
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void | mDoAud_mEnvse_startStaticEnvSe (s8 i_reverb) |
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void | mDoAud_mEnvse_initRiverSe (u8 param_0, u8 param_1, u8 param_2, u8 param_3) |
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void | mDoAud_mEnvse_registRiverSePos (const Vec *i_pos) |
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void | mDoAud_mEnvse_startRiverSe (s8 i_reverb) |
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void | mDoAud_mEnvse_initFallSe (u8 param_0, u8 param_1, u8 param_2, u8 param_3) |
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void | mDoAud_mEnvse_registFallSePos (const Vec *i_pos) |
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void | mDoAud_mEnvse_startFallSe (s8 i_reverb) |
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void | mDoAud_mEnvse_initSmellSe (u8 param_0, u8 param_1, u8 param_2, u8 param_3) |
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void | mDoAud_mEnvse_registSmellSePos (const Vec *i_pos) |
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void | mDoAud_mEnvse_startSmellSe (s8 i_reverb) |
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void | mDoAud_mEnvse_registWindowPos (const Vec *i_pos) |
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void | mDoAud_mEnvse_registWolfSmellSePos (const Vec *i_pos) |
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void | mDoAud_initLv3WaterSe (u8 param_0, u8 param_1, u8 param_2, u8 param_3) |
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void | mDoAud_registLv3WaterSePos (u8 param_0, const Vec *i_pos) |
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void | mDoAud_startLv3WaterSe (s8 i_reverb) |
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void | mDoAud_setHyrulSewerOpen (bool i_close) |
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void | mDoAud_startFogSe () |
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void | mDoAud_talkOut () |
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void | mDoAud_talkIn () |
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◆ mDoAud_bgmNowBattle()
void mDoAud_bgmNowBattle |
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f32 |
param_0 | ) |
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◆ mDoAud_bgmSetSwordUsing()
void mDoAud_bgmSetSwordUsing |
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s32 |
id | ) |
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◆ mDoAud_bgmStart()
void mDoAud_bgmStart |
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u32 |
i_bgmID | ) |
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◆ mDoAud_bgmStop()
◆ mDoAud_bgmStreamPlay()
void mDoAud_bgmStreamPlay |
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◆ mDoAud_bgmStreamPrepare()
void mDoAud_bgmStreamPrepare |
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u32 |
param_0 | ) |
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◆ mDoAud_changeSubBgmStatus()
void mDoAud_changeSubBgmStatus |
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s32 |
param_0 | ) |
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◆ mDoAud_check1stDynamicWave()
bool mDoAud_check1stDynamicWave |
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◆ mDoAud_Execute()
◆ mDoAud_getCameraMapInfo()
void mDoAud_getCameraMapInfo |
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u32 |
param_0 | ) |
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◆ mDoAud_heartGaugeOn()
void mDoAud_heartGaugeOn |
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◆ mDoAud_initLv3WaterSe()
void mDoAud_initLv3WaterSe |
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u8 |
param_0, |
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u8 |
param_1, |
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u8 |
param_2, |
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u8 |
param_3 |
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◆ mDoAud_load1stDynamicWave()
s32 mDoAud_load1stDynamicWave |
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◆ mDoAud_load2ndDynamicWave()
void mDoAud_load2ndDynamicWave |
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◆ mDoAud_mEnvse_framework()
void mDoAud_mEnvse_framework |
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◆ mDoAud_mEnvse_initFallSe()
void mDoAud_mEnvse_initFallSe |
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u8 |
param_0, |
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u8 |
param_1, |
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u8 |
param_2, |
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u8 |
param_3 |
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◆ mDoAud_mEnvse_initRiverSe()
void mDoAud_mEnvse_initRiverSe |
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u8 |
param_0, |
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u8 |
param_1, |
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u8 |
param_2, |
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u8 |
param_3 |
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◆ mDoAud_mEnvse_initSmellSe()
void mDoAud_mEnvse_initSmellSe |
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u8 |
param_0, |
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u8 |
param_1, |
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u8 |
param_2, |
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u8 |
param_3 |
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◆ mDoAud_mEnvse_initStaticEnvSe()
void mDoAud_mEnvse_initStaticEnvSe |
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u8 |
param_0, |
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u8 |
param_1, |
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u8 |
param_2, |
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u8 |
param_3, |
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const Vec * |
param_4 |
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◆ mDoAud_mEnvse_initStrongWind()
void mDoAud_mEnvse_initStrongWind |
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◆ mDoAud_mEnvse_registFallSePos()
◆ mDoAud_mEnvse_registRiverSePos()
◆ mDoAud_mEnvse_registSmellSePos()
◆ mDoAud_mEnvse_registWindowPos()
◆ mDoAud_mEnvse_registWolfSmellSePos()
void mDoAud_mEnvse_registWolfSmellSePos |
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const Vec * |
i_pos | ) |
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◆ mDoAud_mEnvse_resetScene()
void mDoAud_mEnvse_resetScene |
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◆ mDoAud_mEnvse_setWindDirection()
void mDoAud_mEnvse_setWindDirection |
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Vec * |
i_direction | ) |
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◆ mDoAud_mEnvse_setWindType()
void mDoAud_mEnvse_setWindType |
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u8 |
i_type | ) |
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◆ mDoAud_mEnvse_startFallSe()
void mDoAud_mEnvse_startFallSe |
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s8 |
i_reverb | ) |
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◆ mDoAud_mEnvSe_startFarThunderSe()
◆ mDoAud_mEnvse_startRiverSe()
void mDoAud_mEnvse_startRiverSe |
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s8 |
i_reverb | ) |
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◆ mDoAud_mEnvse_startSmellSe()
void mDoAud_mEnvse_startSmellSe |
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s8 |
i_reverb | ) |
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◆ mDoAud_mEnvse_startStaticEnvSe()
void mDoAud_mEnvse_startStaticEnvSe |
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s8 |
i_reverb | ) |
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◆ mDoAud_mEnvse_startStrongWindSe()
void mDoAud_mEnvse_startStrongWindSe |
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s8 |
i_reverb | ) |
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◆ mDoAud_messageSePlay()
void mDoAud_messageSePlay |
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u16 |
param_0, |
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Vec * |
position, |
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s8 |
param_2 |
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◆ mDoAud_rainPlay()
◆ mDoAud_registLv3WaterSePos()
◆ mDoAud_resetProcess()
void mDoAud_resetProcess |
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◆ mDoAud_resetRecover()
bool mDoAud_resetRecover |
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◆ mDoAud_sceneBgmStart()
void mDoAud_sceneBgmStart |
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◆ mDoAud_seDeleteObject()
void mDoAud_seDeleteObject |
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Vec * |
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◆ mDoAud_seStart()
◆ mDoAud_seStartLevel()
◆ mDoAud_seStop()
◆ mDoAud_setCameraGroupInfo()
void mDoAud_setCameraGroupInfo |
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u8 |
param_0 | ) |
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◆ mDoAud_setFadeInStart()
void mDoAud_setFadeInStart |
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u8 |
param_0 | ) |
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◆ mDoAud_setFadeOutStart()
void mDoAud_setFadeOutStart |
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u8 |
param_0 | ) |
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◆ mDoAud_setFogWipeWidth()
void mDoAud_setFogWipeWidth |
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f32 |
i_width | ) |
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◆ mDoAud_setHour()
◆ mDoAud_setHyrulSewerOpen()
void mDoAud_setHyrulSewerOpen |
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bool |
i_close | ) |
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◆ mDoAud_setInDarkness()
◆ mDoAud_setLinkGroupInfo()
◆ mDoAud_setLinkHp()
◆ mDoAud_setLinkShieldType()
void mDoAud_setLinkShieldType |
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s32 |
param_0, |
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s32 |
param_1 |
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◆ mDoAud_setMinute()
◆ mDoAud_setSceneName()
◆ mDoAud_setSnowPower()
void mDoAud_setSnowPower |
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s8 |
i_power | ) |
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◆ mDoAud_setWeekday()
◆ mDoAud_startFogSe()
void mDoAud_startFogSe |
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◆ mDoAud_startFogWipeTrigger()
◆ mDoAud_startLv3WaterSe()
void mDoAud_startLv3WaterSe |
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s8 |
i_reverb | ) |
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◆ mDoAud_subBgmStart()
void mDoAud_subBgmStart |
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u32 |
i_bgmID | ) |
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◆ mDoAud_subBgmStop()
void mDoAud_subBgmStop |
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◆ mDoAud_taktModeMute()
void mDoAud_taktModeMute |
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◆ mDoAud_taktModeMuteOff()
void mDoAud_taktModeMuteOff |
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◆ mDoAud_talkIn()
◆ mDoAud_talkOut()
◆ g_mDoAud_audioHeap