Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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m_Do_audio.h
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1#ifndef M_DO_M_DO_AUDIO_H
2#define M_DO_M_DO_AUDIO_H
3
7
9public:
10 void reset();
12#if DEBUG
13 setMode(2);
14#endif
15 }
17
18#if DEBUG
19 u8 getMode() { return field_0x13bd; }
21
22 /* 0x13BD */ u8 field_0x13bd;
23#endif
24
25 static void onInitFlag() { mInitFlag = true; }
26 static u8 isInitFlag() { return mInitFlag; }
27 static u8 isResetFlag() { return mResetFlag; }
28 static void onResetFlag() { mResetFlag = true; }
29 static void offResetFlag() { mResetFlag = false; }
30 static bool isBgmSet() { return mBgmSet; }
31 static void onBgmSet() { mBgmSet = true; }
32 static void offBgmSet() { mBgmSet = false; }
33
34 static u8 mInitFlag;
35 static u8 mResetFlag;
36 static bool mBgmSet;
37};
38
40
41void mDoAud_Execute();
44void mDoAud_setSceneName(char const* spot, s32 room, s32 layer);
46void mDoAud_setFadeInStart(u8 param_0);
47void mDoAud_setFadeOutStart(u8 param_0);
48
49inline void mDoAud_setLinkGroupInfo(u8 param_0) {
50 if (Z2GetLink() != NULL) {
51 Z2GetLink()->setLinkGroupInfo(param_0);
52 }
53}
54
55inline void mDoAud_setLinkHp(s32 param_0, s32 param_1) {
56 if (Z2GetLink() != NULL) {
57 Z2GetLink()->setLinkHp(param_0, param_1);
58 }
59}
60
64
65inline void mDoAud_bgmStart(u32 i_bgmID) {
66 Z2AudioMgr::getInterface()->bgmStart(i_bgmID, 0, 0);
67}
68
69inline void mDoAud_bgmAllMute(u32 i_count) {
70 Z2AudioMgr::getInterface()->bgmAllMute(i_count, 0.0f);
71}
72
73inline void mDoAud_subBgmStart(u32 i_bgmID) {
75}
76
80
84
85inline void mDoAud_bgmNowBattle(f32 param_0) {
87}
88
89inline void mDoAud_bgmStreamPrepare(u32 param_0) {
91}
92
96
97inline void mDoAud_setHour(s32 hour) {
99}
100
104
105inline void mDoAud_setWeekday(s32 day) {
107}
108
109inline void mDoAud_setInDarkness(bool state) {
111}
112
113inline void mDoAud_seStart(u32 i_sfxID, const Vec* i_sePos, u32 param_2, s8 i_reverb) {
114 Z2AudioMgr::getInterface()->seStart(i_sfxID, i_sePos, param_2, i_reverb, 1.0f, 1.0f,
115 -1.0f, -1.0f, 0);
116}
117
118inline void mDoAud_seStartLevel(u32 i_sfxID, const Vec* i_sePos, u32 param_2, s8 i_reverb) {
119 Z2AudioMgr::getInterface()->seStartLevel(i_sfxID, i_sePos, param_2, i_reverb, 1.0f, 1.0f,
120 -1.0f, -1.0f, 0);
121}
122
123inline void mDoAud_seStop(u32 i_sfxID, u32 param_1) {
124 Z2AudioMgr::getInterface()->seStop(i_sfxID, param_1);
125}
126
127inline void mDoAud_messageSePlay(u16 param_0, Vec* position, s8 param_2) {
128 Z2AudioMgr::getInterface()->messageSePlay(param_0, position, param_2);
129}
130
134
136
140
144
145inline void mDoAud_bgmStop(u32 param_0) {
146 Z2AudioMgr::getInterface()->bgmStop(param_0, 0);
147}
148
149inline void mDoAud_rainPlay(s32 enable) {
150 g_mEnvSeMgr.startRainSe(enable, 0);
151}
152
156
157inline void mDoAud_setSnowPower(s8 i_power) {
158 g_mEnvSeMgr.setSnowPower(i_power);
159}
160
161inline void mDoAud_setFogWipeWidth(f32 i_width) {
163}
164
165inline void mDoAud_startFogWipeTrigger(const Vec* param_0) {
167}
168
172
176
180
181inline void mDoAud_getCameraMapInfo(u32 param_0) {
183}
184
185inline void mDoAud_setCameraGroupInfo(u8 param_0) {
187}
188
189inline void mDoAud_setLinkShieldType(s32 param_0, s32 param_1) {
190 if (Z2GetLink() != NULL) {
191 Z2GetLink()->setLinkShieldType(param_0, param_1);
192 }
193}
194
198
202
203inline void mDoAud_mEnvSe_startFarThunderSe(const Vec* param_0) {
204 g_mEnvSeMgr.startFarThunderSe((Vec*)param_0, 0);
205}
206
210
214
215inline void mDoAud_mEnvse_setWindDirection(Vec* i_direction) {
216 g_mEnvSeMgr.setWindDirection(i_direction);
217}
218
219inline void mDoAud_mEnvse_startStrongWindSe(s8 i_reverb) {
221}
222
223inline void mDoAud_mEnvse_setWindType(u8 i_type) {
224 g_mEnvSeMgr.setWindType(i_type);
225}
226
227inline void mDoAud_mEnvse_initStaticEnvSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3, const Vec* param_4) {
228 g_mEnvSeMgr.initStaticEnvSe(param_0, param_1, param_2, param_3, (Vec*)param_4);
229}
230
231inline void mDoAud_mEnvse_startStaticEnvSe(s8 i_reverb) {
233}
234
235inline void mDoAud_mEnvse_initRiverSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
236 g_mEnvSeMgr.initRiverSe(param_0, param_1, param_2, param_3);
237}
238
239inline void mDoAud_mEnvse_registRiverSePos(const Vec* i_pos) {
241}
242
243inline void mDoAud_mEnvse_startRiverSe(s8 i_reverb) {
244 g_mEnvSeMgr.startRiverSe(i_reverb);
245}
246
247inline void mDoAud_mEnvse_initFallSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
248 g_mEnvSeMgr.initFallSe(param_0, param_1, param_2, param_3);
249}
250
251inline void mDoAud_mEnvse_registFallSePos(const Vec* i_pos) {
253}
254
255inline void mDoAud_mEnvse_startFallSe(s8 i_reverb) {
256 g_mEnvSeMgr.startFallSe(i_reverb);
257}
258
259inline void mDoAud_mEnvse_initSmellSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
260 g_mEnvSeMgr.initSmellSe(param_0, param_1, param_2, param_3);
261}
262
263inline void mDoAud_mEnvse_registSmellSePos(const Vec* i_pos) {
265}
266
267inline void mDoAud_mEnvse_startSmellSe(s8 i_reverb) {
268 g_mEnvSeMgr.startSmellSe(i_reverb);
269}
270
271inline void mDoAud_mEnvse_registWindowPos(const Vec* i_pos) {
273}
274
275inline void mDoAud_mEnvse_registWolfSmellSePos(const Vec* i_pos) {
277}
278
279inline void mDoAud_initLv3WaterSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
280 g_mEnvSeMgr.initLv3WaterSe(param_0, param_1, param_2, param_3);
281}
282
283inline void mDoAud_registLv3WaterSePos(u8 param_0, const Vec* i_pos) {
284 g_mEnvSeMgr.registLv3WaterSePos(param_0, (Vec*)i_pos);
285}
286
287inline void mDoAud_startLv3WaterSe(s8 i_reverb) {
289}
290
291inline void mDoAud_setHyrulSewerOpen(bool i_close) {
293}
294
295inline void mDoAud_startFogSe() {
297}
298
299inline void mDoAud_talkOut() {
301}
302
303inline void mDoAud_talkIn() {
305}
306
310
314
315inline int mDoAud_monsSeStart(u32 i_soundId, const Vec* i_pos, u32 i_actorId, u32 param_3,
316 s8 i_reverb) {
317 UNUSED(i_actorId);
318 return Z2GetAudioMgr()->seStart(i_soundId, i_pos, param_3, i_reverb, 1.0f, 1.0f, -1.0f, -1.0f,
319 0);
320}
321
322#endif /* M_DO_M_DO_AUDIO_H */
static int min(int a, int b)
Definition JHIComm.cpp:155
Z2AudioMgr * Z2GetAudioMgr()
Definition Z2AudioMgr.h:58
Z2CreatureLink * Z2GetLink()
Definition Z2LinkMgr.h:99
Definition JKRSolidHeap.h:10
Definition Z2AudioMgr.h:21
static Z2AudioMgr * getInterface()
Definition Z2AudioMgr.h:36
void setOutputMode(u32 mode)
Definition Z2AudioMgr.cpp:145
bool check1stDynamicWave()
Definition Z2SceneMgr.cpp:1886
void loadStaticWaves()
Definition Z2SceneMgr.cpp:2023
void setInDarkness(bool inDarkness)
Definition Z2SceneMgr.cpp:39
void load2ndDynamicWave()
Definition Z2SceneMgr.cpp:1890
void sceneBgmStart()
Definition Z2SceneMgr.cpp:1931
void messageSePlay(u16, Vec *, s8)
Definition Z2SeMgr.cpp:750
bool seStart(JAISoundID soundID, const Vec *posPtr, u32, s8 reverb, f32 pitch, f32 volume, f32 pan, f32 dolby, u8)
Definition Z2SeMgr.cpp:117
bool seStartLevel(JAISoundID soundID, const Vec *posPtr, u32, s8 reverb, f32 pitch, f32 volume, f32 pan, f32 dolby, u8)
Definition Z2SeMgr.cpp:350
void seStop(JAISoundID soundID, u32 fadeTime)
Definition Z2SeMgr.cpp:705
void bgmStop(u32 fadeTime, s32)
Definition Z2SeqMgr.cpp:231
u32 checkPlayingSubBgmFlag()
Definition Z2SeqMgr.h:190
void bgmStreamPrepare(u32 bgmID)
Definition Z2SeqMgr.cpp:592
void taktModeMuteOff()
Definition Z2SeqMgr.cpp:2339
void taktModeMute()
Definition Z2SeqMgr.cpp:2335
void bgmSetSwordUsing(s32)
Definition Z2SeqMgr.cpp:2331
void bgmStreamPlay()
Definition Z2SeqMgr.cpp:649
void bgmNowBattle(f32)
Definition Z2SeqMgr.cpp:2333
void subBgmStart(u32 bgmID)
Definition Z2SeqMgr.cpp:248
void bgmAllMute(u32 fadeTime, f32 val)
Definition Z2SeqMgr.h:141
void bgmStart(u32 bgmID, u32 fadeTime, s32)
Definition Z2SeqMgr.cpp:132
void changeSubBgmStatus(s32 status)
Definition Z2SeqMgr.cpp:1129
void subBgmStop()
Definition Z2SeqMgr.cpp:453
Definition m_Do_audio.h:8
static bool isBgmSet()
Definition m_Do_audio.h:30
void reset()
Definition m_Do_audio.cpp:27
static u8 mInitFlag
Definition m_Do_audio.h:34
u8 getMode()
Definition m_Do_audio.h:19
void setMode(u8 mode)
Definition m_Do_audio.h:20
static u8 isResetFlag()
Definition m_Do_audio.h:27
static void offResetFlag()
Definition m_Do_audio.h:29
static void onBgmSet()
Definition m_Do_audio.h:31
static void offBgmSet()
Definition m_Do_audio.h:32
~mDoAud_zelAudio_c()
Definition m_Do_audio.h:16
static bool mBgmSet
Definition m_Do_audio.h:36
static void onResetFlag()
Definition m_Do_audio.h:28
static u8 isInitFlag()
Definition m_Do_audio.h:26
mDoAud_zelAudio_c()
Definition m_Do_audio.h:11
static void onInitFlag()
Definition m_Do_audio.h:25
u8 field_0x13bd
Definition m_Do_audio.h:22
static u8 mResetFlag
Definition m_Do_audio.h:35
Z2EnvSeMgr g_mEnvSeMgr
Definition d_kankyo.cpp:98
u32 mode
Definition GXTev.c:56
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
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
void mDoAud_setLinkGroupInfo(u8 param_0)
Definition m_Do_audio.h:49
bool mDoAud_check1stDynamicWave()
Definition m_Do_audio.h:141
void mDoAud_rainPlay(s32 enable)
Definition m_Do_audio.h:149
void mDoAud_setSnowPower(s8 i_power)
Definition m_Do_audio.h:157
void mDoAud_startFogWipeTrigger(const Vec *param_0)
Definition m_Do_audio.h:165
void mDoAud_mEnvse_startStrongWindSe(s8 i_reverb)
Definition m_Do_audio.h:219
void mDoAud_bgmStart(u32 i_bgmID)
Definition m_Do_audio.h:65
void mDoAud_heartGaugeOn()
Definition m_Do_audio.h:153
void mDoAud_mEnvSe_startFarThunderSe(const Vec *param_0)
Definition m_Do_audio.h:203
void mDoAud_setHour(s32 hour)
Definition m_Do_audio.h:97
void mDoAud_mEnvse_registFallSePos(const Vec *i_pos)
Definition m_Do_audio.h:251
bool mDoAud_resetRecover()
Definition m_Do_audio.cpp:214
void mDoAud_taktModeMuteOff()
Definition m_Do_audio.h:177
void mDoAud_changeSubBgmStatus(s32 param_0)
Definition m_Do_audio.h:169
void mDoAud_Execute()
Definition m_Do_audio.cpp:156
void mDoAud_mEnvse_registWolfSmellSePos(const Vec *i_pos)
Definition m_Do_audio.h:275
void mDoAud_subBgmStart(u32 i_bgmID)
Definition m_Do_audio.h:73
void mDoAud_seStop(u32 i_sfxID, u32 param_1)
Definition m_Do_audio.h:123
void mDoAud_getCameraMapInfo(u32 param_0)
Definition m_Do_audio.h:181
void mDoAud_startFogSe()
Definition m_Do_audio.h:295
void mDoAud_bgmStreamPrepare(u32 param_0)
Definition m_Do_audio.h:89
void mDoAud_resetProcess()
Definition m_Do_audio.cpp:207
void mDoAud_initLv3WaterSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:279
void mDoAud_messageSePlay(u16 param_0, Vec *position, s8 param_2)
Definition m_Do_audio.h:127
void mDoAud_setSceneName(char const *spot, s32 room, s32 layer)
Definition m_Do_audio.cpp:190
void mDoAud_mEnvse_startRiverSe(s8 i_reverb)
Definition m_Do_audio.h:243
s32 mDoAud_load1stDynamicWave()
Definition m_Do_audio.cpp:194
JKRSolidHeap * g_mDoAud_audioHeap
Definition m_Do_audio.cpp:33
u32 mDoAud_checkPlayingSubBgmFlag()
Definition m_Do_audio.h:81
void mDoAud_bgmStreamPlay()
Definition m_Do_audio.h:93
void mDoAud_setMinute(s32 min)
Definition m_Do_audio.h:101
void mDoAud_setInDarkness(bool state)
Definition m_Do_audio.h:109
void mDoAud_mEnvse_framework()
Definition m_Do_audio.h:195
void mDoAud_mEnvse_startFallSe(s8 i_reverb)
Definition m_Do_audio.h:255
void mDoAud_mEnvse_registWindowPos(const Vec *i_pos)
Definition m_Do_audio.h:271
void mDoAud_talkIn()
Definition m_Do_audio.h:303
void mDoAud_talkOut()
Definition m_Do_audio.h:299
void mDoAud_setFadeOutStart(u8 param_0)
Definition m_Do_audio.cpp:199
int mDoAud_monsSeStart(u32 i_soundId, const Vec *i_pos, u32 i_actorId, u32 param_3, s8 i_reverb)
Definition m_Do_audio.h:315
void mDoAud_mEnvse_setWindType(u8 i_type)
Definition m_Do_audio.h:223
void mDoAud_taktModeMute()
Definition m_Do_audio.h:173
void mDoAud_setWeekday(s32 day)
Definition m_Do_audio.h:105
void mDoAud_mEnvse_initRiverSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:235
void mDoAud_load2ndDynamicWave()
Definition m_Do_audio.h:137
void mDoAud_mEnvse_initStaticEnvSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3, const Vec *param_4)
Definition m_Do_audio.h:227
void mDoAud_mEnvse_resetScene()
Definition m_Do_audio.h:199
void mDoAud_setLinkHp(s32 param_0, s32 param_1)
Definition m_Do_audio.h:55
void mDoAud_mEnvse_startStaticEnvSe(s8 i_reverb)
Definition m_Do_audio.h:231
void mDoAud_loadStaticWaves()
Definition m_Do_audio.h:311
void mDoAud_seStart(u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb)
Definition m_Do_audio.h:113
void mDoAud_setOutputMode(u32 mode)
Definition m_Do_audio.h:307
void mDoAud_mEnvse_registRiverSePos(const Vec *i_pos)
Definition m_Do_audio.h:239
void mDoAud_bgmSetSwordUsing(s32 id)
Definition m_Do_audio.h:61
void mDoAud_startLv3WaterSe(s8 i_reverb)
Definition m_Do_audio.h:287
void mDoAud_bgmAllMute(u32 i_count)
Definition m_Do_audio.h:69
void mDoAud_bgmNowBattle(f32 param_0)
Definition m_Do_audio.h:85
void mDoAud_mEnvse_initFallSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:247
void mDoAud_sceneBgmStart()
Definition m_Do_audio.h:131
void mDoAud_seDeleteObject(Vec *)
Definition m_Do_audio.h:135
void mDoAud_setLinkShieldType(s32 param_0, s32 param_1)
Definition m_Do_audio.h:189
void mDoAud_setFadeInStart(u8 param_0)
Definition m_Do_audio.cpp:203
void mDoAud_mEnvse_setWindDirection(Vec *i_direction)
Definition m_Do_audio.h:215
void mDoAud_seStartLevel(u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb)
Definition m_Do_audio.h:118
void mDoAud_mEnvse_initSmellSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:259
void mDoAud_mEnvse_initStrongWind()
Definition m_Do_audio.h:211
void mDoAud_bgmStop(u32 param_0)
Definition m_Do_audio.h:145
void mDoAud_registLv3WaterSePos(u8 param_0, const Vec *i_pos)
Definition m_Do_audio.h:283
void mDoAud_mEnvse_startSmellSe(s8 i_reverb)
Definition m_Do_audio.h:267
void mDoAud_subBgmStop()
Definition m_Do_audio.h:77
void mDoAud_mEnvse_registSmellSePos(const Vec *i_pos)
Definition m_Do_audio.h:263
void mDoAud_setHyrulSewerOpen(bool i_close)
Definition m_Do_audio.h:291
void mDoAud_setFogWipeWidth(f32 i_width)
Definition m_Do_audio.h:161
void mDoAud_mEnvSe_startNearThunderSe()
Definition m_Do_audio.h:207
void mDoAud_setCameraGroupInfo(u8 param_0)
Definition m_Do_audio.h:185
Definition mtx.h:13
void registRiverSePos(Vec *posPtr)
Definition Z2EnvSeMgr.cpp:1020
void setFogWipeWidth(f32 width)
Definition Z2EnvSeMgr.cpp:1403
void initLv3WaterSe(u8, u8, u8, u8)
Definition Z2EnvSeMgr.cpp:1438
void registWindowPos(Vec *posPtr)
Definition Z2EnvSeMgr.cpp:830
void initRiverSe(u8, u8, u8, u8)
Definition Z2EnvSeMgr.cpp:984
void framework()
Definition Z2EnvSeMgr.cpp:301
void startLv3WaterSe(s8 reverb)
Definition Z2EnvSeMgr.cpp:1830
void registSmellSePos(Vec *posPtr)
Definition Z2EnvSeMgr.h:92
void resetScene()
Definition Z2EnvSeMgr.cpp:378
void initStrongWindSe()
Definition Z2EnvSeMgr.cpp:950
bool startRainSe(s32, s8)
Definition Z2EnvSeMgr.cpp:834
void setHyrulSewerOpen(bool isSewerOpen)
Definition Z2EnvSeMgr.cpp:1031
void initSmellSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition Z2EnvSeMgr.h:94
bool startFogSe()
Definition Z2EnvSeMgr.cpp:1415
void registWolfSmellSePos(Vec *posPtr)
Definition Z2EnvSeMgr.cpp:1387
void registLv3WaterSePos(u8, Vec *posPtr)
Definition Z2EnvSeMgr.cpp:1687
void setWindDirection(Vec *dir)
Definition Z2EnvSeMgr.cpp:954
void initFallSe(u8, u8, u8, u8)
Definition Z2EnvSeMgr.cpp:1140
bool startStaticEnvSe(s8 reverb)
Definition Z2EnvSeMgr.cpp:644
void startNearThunderSe(s8 reverb)
Definition Z2EnvSeMgr.cpp:921
void startSmellSe(s8 reverb)
Definition Z2EnvSeMgr.h:93
void startFogWipeTrigger(Vec *pos)
Definition Z2EnvSeMgr.cpp:1391
void startFarThunderSe(Vec *posPtr, s8 reverb)
Definition Z2EnvSeMgr.cpp:935
bool startRiverSe(s8 reverb)
Definition Z2EnvSeMgr.cpp:1041
void initStaticEnvSe(u8, u8, u8, u8, Vec *)
Definition Z2EnvSeMgr.cpp:496
bool startFallSe(s8 reverb)
Definition Z2EnvSeMgr.cpp:1187
void registFallSePos(Vec *posPtr)
Definition Z2EnvSeMgr.cpp:1176
void setWindType(u8 type)
Definition Z2EnvSeMgr.h:91
void setSnowPower(s8 reverb)
Definition Z2EnvSeMgr.cpp:946
bool startStrongWindSe(s8 reverb)
Definition Z2EnvSeMgr.cpp:962
void setCameraGroupInfo(u8)
Definition Z2StatusMgr.cpp:307
void talkOut()
Definition Z2StatusMgr.cpp:151
void talkIn()
Definition Z2StatusMgr.cpp:144
void setHour(s32 hour)
Definition Z2StatusMgr.h:25
void heartGaugeOn()
Definition Z2StatusMgr.cpp:111
void getCameraMapInfo(u32 info)
Definition Z2StatusMgr.h:33
void setMinute(s32 min)
Definition Z2StatusMgr.h:26
void setWeekday(s32 day)
Definition Z2StatusMgr.h:27