40 if (ambientSoundState->
flags & 1) {
41 if (ambientSoundState->
fadeTime < 250) {
54 if (ambientSoundState->
flags & 1) {
58 ambientSoundState->
flags &= ~1;
60 if (ambientSoundState->
soundID < 0) {
65 ambientSoundState->
flags |= 1;
81 if (state->
soundID == soundID) {
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)
void update_ambient_sounds(void)
AmbientSoundSettings AmbientSoundData
s32 play_ambient_sounds(s32 soundID, s32 fadeTime)
void reset_ambient_sounds(void)
AmbientSoundSettings DefaultAmbientSoundData
GameStatus * gGameStatusPtr