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◆ AmbientSoundSettings
struct AmbientSoundSettings |
Data Fields |
s16 |
flags |
|
s16 |
fadeState |
|
s32 |
fadeTime |
|
s32 |
soundID |
|
s32 |
unkC |
|
◆ AmbientSoundState
Enumerator |
---|
AMBIENT_SOUND_IDLE | |
AMBIENT_SOUND_FADE_OUT | |
AMBIENT_SOUND_FADE_IN | |
Definition at line 12 of file ambience.c.
◆ reset_ambient_sounds()
void reset_ambient_sounds |
( |
void | | ) |
|
Definition at line 28 of file ambience.c.
28 {
30}
AmbientSoundSettings AmbientSoundData
AmbientSoundSettings DefaultAmbientSoundData
Referenced by load_engine_data().
◆ update_ambient_sounds()
void update_ambient_sounds |
( |
void | | ) |
|
Definition at line 32 of file ambience.c.
32 {
34 s32 error;
35
38 break;
40 if (ambientSoundState->
flags & 1) {
41 if (ambientSoundState->
fadeTime < 250) {
43 } else {
45 }
46
48 return;
49 }
50 }
52 break;
54 if (ambientSoundState->
flags & 1) {
56 return;
57 }
58 ambientSoundState->
flags &= ~1;
59 }
60 if (ambientSoundState->
soundID < 0) {
65 ambientSoundState->
flags |= 1;
66 }
67 }
68 break;
69 }
70}
AuResult snd_load_ambient(s32 ambSoundID)
AuResult snd_ambient_stop_slow(s32 index, s32 fadeOutTime)
AuResult snd_ambient_stop_quick(s32 index)
AuResult snd_ambient_play(s32 index, s32 fadeInTime)
AuResult snd_ambient_is_stopped(s32 index)
Referenced by step_game_loop().
◆ play_ambient_sounds()
s32 play_ambient_sounds |
( |
s32 | soundID, |
|
|
s32 | fadeTime ) |
Definition at line 72 of file ambience.c.
72 {
74
78 return 1;
79 }
80
81 if (state->
soundID == soundID) {
82 return 2;
83 }
84
88 return 1;
89}
GameStatus * gGameStatusPtr
◆ DefaultAmbientSoundData
Initial value:= {
.flags = 0,
.fadeState = 0,
.fadeTime = 0,
.soundID = -1,
.unkC = -1
}
Definition at line 18 of file ambience.c.
18 {
19 .flags = 0,
20 .fadeState = 0,
21 .fadeTime = 0,
22 .soundID = -1,
23 .unkC = -1
24};
Referenced by reset_ambient_sounds().
◆ AmbientSoundData