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();
13
14 static void onInitFlag() { mInitFlag = true; }
15 static bool isInitFlag() { return mInitFlag; }
16 static bool isResetFlag() { return mResetFlag; }
17 static void onResetFlag() { mResetFlag = true; }
18 static void offResetFlag() { mResetFlag = false; }
19 static bool isBgmSet() { return mBgmSet; }
20 static void onBgmSet() { mBgmSet = true; }
21 static void offBgmSet() { mBgmSet = false; }
22
23 static bool mInitFlag;
24 static bool mResetFlag;
25 static bool mBgmSet;
26};
27
29
30void mDoAud_Execute();
33void mDoAud_setSceneName(char const* spot, s32 room, s32 layer);
35void mDoAud_setFadeInStart(u8 param_0);
36void mDoAud_setFadeOutStart(u8 param_0);
37
38inline void mDoAud_setLinkGroupInfo(u8 param_0) {
39 if (Z2GetLink() != NULL) {
40 Z2GetLink()->setLinkGroupInfo(param_0);
41 }
42}
43
44inline void mDoAud_setLinkHp(s32 param_0, s32 param_1) {
45 if (Z2GetLink() != NULL) {
46 Z2GetLink()->setLinkHp(param_0, param_1);
47 }
48}
49
53
54inline void mDoAud_bgmStart(u32 i_bgmID) {
55 Z2AudioMgr::getInterface()->bgmStart(i_bgmID, 0, 0);
56}
57
58inline void mDoAud_bgmAllMute(u32 i_count) {
59 Z2AudioMgr::getInterface()->bgmAllMute(i_count, 0.0f);
60}
61
62inline void mDoAud_subBgmStart(u32 i_bgmID) {
64}
65
69
73
74inline void mDoAud_bgmNowBattle(f32 param_0) {
76}
77
78inline void mDoAud_bgmStreamPrepare(u32 param_0) {
80}
81
85
86inline void mDoAud_setHour(s32 hour) {
88}
89
93
94inline void mDoAud_setWeekday(s32 day) {
96}
97
98inline void mDoAud_setInDarkness(bool state) {
100}
101
102inline void mDoAud_seStart(u32 i_sfxID, const Vec* i_sePos, u32 param_2, s8 i_reverb) {
103 Z2AudioMgr::getInterface()->seStart(i_sfxID, i_sePos, param_2, i_reverb, 1.0f, 1.0f,
104 -1.0f, -1.0f, 0);
105}
106
107inline void mDoAud_seStartLevel(u32 i_sfxID, const Vec* i_sePos, u32 param_2, s8 i_reverb) {
108 Z2AudioMgr::getInterface()->seStartLevel(i_sfxID, i_sePos, param_2, i_reverb, 1.0f, 1.0f,
109 -1.0f, -1.0f, 0);
110}
111
112inline void mDoAud_seStop(u32 i_sfxID, u32 param_1) {
113 Z2AudioMgr::getInterface()->seStop(i_sfxID, param_1);
114}
115
116inline void mDoAud_messageSePlay(u16 param_0, Vec* position, s8 param_2) {
117 Z2AudioMgr::getInterface()->messageSePlay(param_0, position, param_2);
118}
119
123
125
129
133
134inline void mDoAud_bgmStop(u32 param_0) {
135 Z2AudioMgr::getInterface()->bgmStop(param_0, 0);
136}
137
138inline void mDoAud_rainPlay(s32 enable) {
139 g_mEnvSeMgr.startRainSe(enable, 0);
140}
141
145
146inline void mDoAud_setSnowPower(s8 i_power) {
147 g_mEnvSeMgr.setSnowPower(i_power);
148}
149
150inline void mDoAud_setFogWipeWidth(f32 i_width) {
152}
153
154inline void mDoAud_startFogWipeTrigger(const Vec* param_0) {
156}
157
161
165
169
170inline void mDoAud_getCameraMapInfo(u32 param_0) {
172}
173
174inline void mDoAud_setCameraGroupInfo(u8 param_0) {
176}
177
178inline void mDoAud_setLinkShieldType(s32 param_0, s32 param_1) {
179 if (Z2GetLink() != NULL) {
180 Z2GetLink()->setLinkShieldType(param_0, param_1);
181 }
182}
183
187
191
192inline void mDoAud_mEnvSe_startFarThunderSe(const Vec* param_0) {
193 g_mEnvSeMgr.startFarThunderSe((Vec*)param_0, 0);
194}
195
199
203
204inline void mDoAud_mEnvse_setWindDirection(Vec* i_direction) {
205 g_mEnvSeMgr.setWindDirection(i_direction);
206}
207
208inline void mDoAud_mEnvse_startStrongWindSe(s8 i_reverb) {
210}
211
212inline void mDoAud_mEnvse_setWindType(u8 i_type) {
213 g_mEnvSeMgr.setWindType(i_type);
214}
215
216inline void mDoAud_mEnvse_initStaticEnvSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3, const Vec* param_4) {
217 g_mEnvSeMgr.initStaticEnvSe(param_0, param_1, param_2, param_3, (Vec*)param_4);
218}
219
220inline void mDoAud_mEnvse_startStaticEnvSe(s8 i_reverb) {
222}
223
224inline void mDoAud_mEnvse_initRiverSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
225 g_mEnvSeMgr.initRiverSe(param_0, param_1, param_2, param_3);
226}
227
228inline void mDoAud_mEnvse_registRiverSePos(const Vec* i_pos) {
230}
231
232inline void mDoAud_mEnvse_startRiverSe(s8 i_reverb) {
233 g_mEnvSeMgr.startRiverSe(i_reverb);
234}
235
236inline void mDoAud_mEnvse_initFallSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
237 g_mEnvSeMgr.initFallSe(param_0, param_1, param_2, param_3);
238}
239
240inline void mDoAud_mEnvse_registFallSePos(const Vec* i_pos) {
242}
243
244inline void mDoAud_mEnvse_startFallSe(s8 i_reverb) {
245 g_mEnvSeMgr.startFallSe(i_reverb);
246}
247
248inline void mDoAud_mEnvse_initSmellSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
249 g_mEnvSeMgr.initSmellSe(param_0, param_1, param_2, param_3);
250}
251
252inline void mDoAud_mEnvse_registSmellSePos(const Vec* i_pos) {
254}
255
256inline void mDoAud_mEnvse_startSmellSe(s8 i_reverb) {
257 g_mEnvSeMgr.startSmellSe(i_reverb);
258}
259
260inline void mDoAud_mEnvse_registWindowPos(const Vec* i_pos) {
262}
263
264inline void mDoAud_mEnvse_registWolfSmellSePos(const Vec* i_pos) {
266}
267
268inline void mDoAud_initLv3WaterSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3) {
269 g_mEnvSeMgr.initLv3WaterSe(param_0, param_1, param_2, param_3);
270}
271
272inline void mDoAud_registLv3WaterSePos(u8 param_0, const Vec* i_pos) {
273 g_mEnvSeMgr.registLv3WaterSePos(param_0, (Vec*)i_pos);
274}
275
276inline void mDoAud_startLv3WaterSe(s8 i_reverb) {
278}
279
280inline void mDoAud_setHyrulSewerOpen(bool i_close) {
282}
283
284inline void mDoAud_startFogSe() {
286}
287
288inline void mDoAud_talkOut() {
290}
291
292inline void mDoAud_talkIn() {
294}
295
296inline int mDoAud_monsSeStart(u32 i_soundId, const Vec* i_pos, u32 i_actorId, u32 param_3,
297 s8 i_reverb) {
298 (void)i_actorId;
299 return Z2GetAudioMgr()->seStart(i_soundId, i_pos, param_3, i_reverb, 1.0f, 1.0f, -1.0f, -1.0f,
300 0);
301}
302
303#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:98
Definition JKRSolidHeap.h:10
Definition Z2AudioMgr.h:21
static Z2AudioMgr * getInterface()
Definition Z2AudioMgr.h:36
bool check1stDynamicWave()
Definition Z2SceneMgr.cpp:1884
void setInDarkness(bool inDarkness)
Definition Z2SceneMgr.cpp:37
void load2ndDynamicWave()
Definition Z2SceneMgr.cpp:1888
void sceneBgmStart()
Definition Z2SceneMgr.cpp:1929
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:230
u32 checkPlayingSubBgmFlag()
Definition Z2SeqMgr.h:194
void bgmStreamPrepare(u32 bgmID)
Definition Z2SeqMgr.cpp:586
void taktModeMuteOff()
Definition Z2SeqMgr.cpp:2283
void taktModeMute()
Definition Z2SeqMgr.cpp:2279
void bgmSetSwordUsing(s32)
Definition Z2SeqMgr.cpp:2275
void bgmStreamPlay()
Definition Z2SeqMgr.cpp:639
void bgmNowBattle(f32)
Definition Z2SeqMgr.cpp:2277
void subBgmStart(u32 bgmID)
Definition Z2SeqMgr.cpp:247
void bgmAllMute(u32 fadeTime, f32 val)
Definition Z2SeqMgr.h:145
void bgmStart(u32 bgmID, u32 fadeTime, s32)
Definition Z2SeqMgr.cpp:132
void changeSubBgmStatus(s32 status)
Definition Z2SeqMgr.cpp:1122
void subBgmStop()
Definition Z2SeqMgr.cpp:452
Definition m_Do_audio.h:8
static bool isBgmSet()
Definition m_Do_audio.h:19
void reset()
Definition m_Do_audio.cpp:21
static bool mInitFlag
Definition m_Do_audio.h:23
static bool isInitFlag()
Definition m_Do_audio.h:15
static bool isResetFlag()
Definition m_Do_audio.h:16
static void offResetFlag()
Definition m_Do_audio.h:18
static void onBgmSet()
Definition m_Do_audio.h:20
static void offBgmSet()
Definition m_Do_audio.h:21
~mDoAud_zelAudio_c()
Definition m_Do_audio.h:12
static bool mBgmSet
Definition m_Do_audio.h:25
static void onResetFlag()
Definition m_Do_audio.h:17
mDoAud_zelAudio_c()
Definition m_Do_audio.h:11
static bool mResetFlag
Definition m_Do_audio.h:24
static void onInitFlag()
Definition m_Do_audio.h:14
Z2EnvSeMgr g_mEnvSeMgr
Definition d_kankyo.cpp:111
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:38
bool mDoAud_check1stDynamicWave()
Definition m_Do_audio.h:130
void mDoAud_rainPlay(s32 enable)
Definition m_Do_audio.h:138
void mDoAud_setSnowPower(s8 i_power)
Definition m_Do_audio.h:146
void mDoAud_startFogWipeTrigger(const Vec *param_0)
Definition m_Do_audio.h:154
void mDoAud_mEnvse_startStrongWindSe(s8 i_reverb)
Definition m_Do_audio.h:208
void mDoAud_bgmStart(u32 i_bgmID)
Definition m_Do_audio.h:54
void mDoAud_heartGaugeOn()
Definition m_Do_audio.h:142
void mDoAud_mEnvSe_startFarThunderSe(const Vec *param_0)
Definition m_Do_audio.h:192
void mDoAud_setHour(s32 hour)
Definition m_Do_audio.h:86
void mDoAud_mEnvse_registFallSePos(const Vec *i_pos)
Definition m_Do_audio.h:240
bool mDoAud_resetRecover()
Definition m_Do_audio.cpp:113
void mDoAud_taktModeMuteOff()
Definition m_Do_audio.h:166
void mDoAud_changeSubBgmStatus(s32 param_0)
Definition m_Do_audio.h:158
void mDoAud_Execute()
Definition m_Do_audio.cpp:79
void mDoAud_mEnvse_registWolfSmellSePos(const Vec *i_pos)
Definition m_Do_audio.h:264
void mDoAud_subBgmStart(u32 i_bgmID)
Definition m_Do_audio.h:62
void mDoAud_seStop(u32 i_sfxID, u32 param_1)
Definition m_Do_audio.h:112
void mDoAud_getCameraMapInfo(u32 param_0)
Definition m_Do_audio.h:170
void mDoAud_startFogSe()
Definition m_Do_audio.h:284
void mDoAud_bgmStreamPrepare(u32 param_0)
Definition m_Do_audio.h:78
void mDoAud_resetProcess()
Definition m_Do_audio.cpp:106
void mDoAud_initLv3WaterSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:268
void mDoAud_messageSePlay(u16 param_0, Vec *position, s8 param_2)
Definition m_Do_audio.h:116
void mDoAud_setSceneName(char const *spot, s32 room, s32 layer)
Definition m_Do_audio.cpp:89
void mDoAud_mEnvse_startRiverSe(s8 i_reverb)
Definition m_Do_audio.h:232
s32 mDoAud_load1stDynamicWave()
Definition m_Do_audio.cpp:93
JKRSolidHeap * g_mDoAud_audioHeap
Definition m_Do_audio.cpp:27
u32 mDoAud_checkPlayingSubBgmFlag()
Definition m_Do_audio.h:70
void mDoAud_bgmStreamPlay()
Definition m_Do_audio.h:82
void mDoAud_setMinute(s32 min)
Definition m_Do_audio.h:90
void mDoAud_setInDarkness(bool state)
Definition m_Do_audio.h:98
void mDoAud_mEnvse_framework()
Definition m_Do_audio.h:184
void mDoAud_mEnvse_startFallSe(s8 i_reverb)
Definition m_Do_audio.h:244
void mDoAud_mEnvse_registWindowPos(const Vec *i_pos)
Definition m_Do_audio.h:260
void mDoAud_talkIn()
Definition m_Do_audio.h:292
void mDoAud_talkOut()
Definition m_Do_audio.h:288
void mDoAud_setFadeOutStart(u8 param_0)
Definition m_Do_audio.cpp:98
int mDoAud_monsSeStart(u32 i_soundId, const Vec *i_pos, u32 i_actorId, u32 param_3, s8 i_reverb)
Definition m_Do_audio.h:296
void mDoAud_mEnvse_setWindType(u8 i_type)
Definition m_Do_audio.h:212
void mDoAud_taktModeMute()
Definition m_Do_audio.h:162
void mDoAud_setWeekday(s32 day)
Definition m_Do_audio.h:94
void mDoAud_mEnvse_initRiverSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:224
void mDoAud_load2ndDynamicWave()
Definition m_Do_audio.h:126
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:216
void mDoAud_mEnvse_resetScene()
Definition m_Do_audio.h:188
void mDoAud_setLinkHp(s32 param_0, s32 param_1)
Definition m_Do_audio.h:44
void mDoAud_mEnvse_startStaticEnvSe(s8 i_reverb)
Definition m_Do_audio.h:220
void mDoAud_seStart(u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb)
Definition m_Do_audio.h:102
void mDoAud_mEnvse_registRiverSePos(const Vec *i_pos)
Definition m_Do_audio.h:228
void mDoAud_bgmSetSwordUsing(s32 id)
Definition m_Do_audio.h:50
void mDoAud_startLv3WaterSe(s8 i_reverb)
Definition m_Do_audio.h:276
void mDoAud_bgmAllMute(u32 i_count)
Definition m_Do_audio.h:58
void mDoAud_bgmNowBattle(f32 param_0)
Definition m_Do_audio.h:74
void mDoAud_mEnvse_initFallSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:236
void mDoAud_sceneBgmStart()
Definition m_Do_audio.h:120
void mDoAud_seDeleteObject(Vec *)
Definition m_Do_audio.h:124
void mDoAud_setLinkShieldType(s32 param_0, s32 param_1)
Definition m_Do_audio.h:178
void mDoAud_setFadeInStart(u8 param_0)
Definition m_Do_audio.cpp:102
void mDoAud_mEnvse_setWindDirection(Vec *i_direction)
Definition m_Do_audio.h:204
void mDoAud_seStartLevel(u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb)
Definition m_Do_audio.h:107
void mDoAud_mEnvse_initSmellSe(u8 param_0, u8 param_1, u8 param_2, u8 param_3)
Definition m_Do_audio.h:248
void mDoAud_mEnvse_initStrongWind()
Definition m_Do_audio.h:200
void mDoAud_bgmStop(u32 param_0)
Definition m_Do_audio.h:134
void mDoAud_registLv3WaterSePos(u8 param_0, const Vec *i_pos)
Definition m_Do_audio.h:272
void mDoAud_mEnvse_startSmellSe(s8 i_reverb)
Definition m_Do_audio.h:256
void mDoAud_subBgmStop()
Definition m_Do_audio.h:66
void mDoAud_mEnvse_registSmellSePos(const Vec *i_pos)
Definition m_Do_audio.h:252
void mDoAud_setHyrulSewerOpen(bool i_close)
Definition m_Do_audio.h:280
void mDoAud_setFogWipeWidth(f32 i_width)
Definition m_Do_audio.h:150
void mDoAud_mEnvSe_startNearThunderSe()
Definition m_Do_audio.h:196
void mDoAud_setCameraGroupInfo(u8 param_0)
Definition m_Do_audio.h:174
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