19 s32 musicEventID, scriptSelector;
25 for (i = 0; i < count; i++, list++) {
27 musicEventID = (*list & 0xFF0000) >> 0x10;
28 scriptSelector = *list & 0xFF;
42 if (newSource != NULL) {
89 if (
bgm_set_song(musicPlayer, songID, variation, 500, volume)) {
105 if (
func_8014A964(musicPlayer, songID, variation, fadeTime, fadeStartVolume, fadeEndVolume)) {
113 Bytecode* args = script->ptrReadPos;
121 Bytecode* args = script->ptrReadPos;
131 Bytecode* args = script->ptrReadPos;
144 Bytecode* args = script->ptrReadPos;
163 Bytecode* args = script->ptrReadPos;
172 Bytecode* args = script->ptrReadPos;
183 Bytecode* args = script->ptrReadPos;
194 Bytecode* args = script->ptrReadPos;
202 Bytecode* args = script->ptrReadPos;
211 Bytecode* args = script->ptrReadPos;
223 Bytecode* args = script->ptrReadPos;
231 Bytecode* args = script->ptrReadPos;
239 Bytecode* args = script->ptrReadPos;
246 Bytecode* args = script->ptrReadPos;
253 Bytecode* args = script->ptrReadPos;
void bgm_flush_music_events(void)
void bgm_poll_music_events(MusicEventTrigger **musicEvents, s32 *count)
MusicEvent * MusicEventList
Evt * RunningMusicEvents[10]
s32 RunningMusicEventIDs[10]
#define sfx_play_sound_at_position
@ MUSIC_SETTINGS_FLAG_ENABLE_PROXIMITY_MIX
s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2)
s32 evt_get_variable(Evt *script, Bytecode var)
s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime)
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
enum AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet)
void bgm_pop_battle_song(void)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5)
void kill_script_by_ID(s32 id)
f32 evt_get_float_variable(Evt *script, Bytecode var)
void bgm_push_song(s32 songID, s32 variation)
void bgm_set_battle_song(s32, s32)
void bgm_push_battle_song(void)
void sfx_stop_sound(s32 soundID)
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void snd_stop_tracking_env_sound_pos(s32 soundID, s32 keepPlaying)
void sfx_play_sound(s32 soundID)
ApiStatus FadeOutMusic(Evt *script, b32 isInitialCall)
ApiStatus FadeInMusic(Evt *script, b32 isInitialCall)
ApiStatus PopBattleSong(Evt *script, b32 isInitialCall)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus PushSong(Evt *script, b32 isInitialCall)
ApiStatus PlaySoundAtF(Evt *script, b32 isInitialCall)
ApiStatus SetMusicTrack(Evt *script, b32 isInitialCall)
ApiStatus UseRoomDoorSounds(Evt *script, b32 isInitialCall)
ApiStatus PushBattleSong(Evt *script, b32 isInitialCall)
ApiStatus PopSong(Evt *script, b32 isInitialCall)
ApiStatus SetMusicTrackVolumes(Evt *script, b32 isInitialCall)
ApiStatus SetBattleSong(Evt *script, b32 isInitialCall)
ApiStatus RegisterMusicEvents(Evt *script, b32 isInitialCall)
ApiStatus StopSound(Evt *script, b32 isInitialCall)
ApiStatus StopTrackingSoundPos(Evt *script, b32 isInitialCall)
ApiStatus PlayAmbientSounds(Evt *script, b32 isInitialCall)
ApiStatus PollMusicEvents(Evt *script, b32 isInitialCall)
ApiStatus UseDoorSounds(Evt *script, b32 isInitialCall)
ApiStatus EnableMusicProximityMix(Evt *script, b32 isInitialCall)
ApiStatus AdjustMusicProximityMix(Evt *script, b32 isInitialCall)
ApiStatus PlaySoundWithVolume(Evt *script, b32 isInitialCall)
ApiStatus ClearAmbientSounds(Evt *script, b32 isInitialCall)
ApiStatus PlaySoundAt(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Return
Kills the current EVT thread.
MusicSettings gMusicSettings[2]
u16 gCurrentRoomDoorSounds