91 switch (
music->state) {
96 if (
music->fadeOutTime < 250) {
153 if (
music->songName > 0xFFFFU) {
209 if (
music->requestedSongID == songID &&
music->variation == variation) {
221 music->requestedSongID = songID;
222 music->variation = variation;
223 music->fadeOutTime = fadeOutTime;
233 return _bgm_set_song(playerIndex, songID, variation, fadeOutTime, volume);
257 music->fadeInTime = fadeInTime;
258 music->fadeStartVolume = fadeStartVolume;
259 music->fadeEndVolume = fadeEndVolume;
260 music->requestedSongID = songID;
261 music->variation = variation;
435 music->battleVariation = variation;
BSS s32 PopupMenu_SelectedIndex
@ MUSIC_STATE_STOP_CURRENT
@ MUSIC_STATE_AWAIT_FADEOUT
@ MUSIC_FLAG_FADE_IN_NEXT
@ MUSIC_FLAG_ENABLE_PROX_MIX
s32 _bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void bgm_quiet_max_volume(void)
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
s32 SongsUsingVariationFlag[]
Lists the songs that are forced to use the variation determined by map.songVariation & 1.
void bgm_reset_max_volume(void)
s16 NextVolumeUpdateTimer
MusicControlData gMusicControlData[2]
void bgm_update_volume(void)
MusicControlData BlankMusicControlData
void bgm_update_music_control(void)
AuResult bgm_set_linked_mode(s32 playerIndex, b16 mode)
void bgm_reset_volume(void)
void bgm_pop_battle_song(void)
b32 bgm_is_any_song_playing(void)
s32 bgm_init_music_players(void)
BSS s16 MusicCurrentVolume
AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet)
s32 bgm_adjust_proximity(s32 playerIndex, s32 mix, s16 state)
void bgm_set_battle_song(s32 songID, s32 variation)
AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet)
b32 bgm_fade_in_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 fadeStartVolume, s16 fadeEndVolume)
void bgm_reset_sequence_players(void)
void bgm_set_target_volume(s32 volume)
BSS s16 MusicDefaultVolume
void bgm_push_song(s32 songID, s32 variation)
void bgm_push_battle_song(void)
BSS s16 MusicTargetVolume
s32 bgm_get_map_default_variation(s32 songID)
If the given song ID is present in SongsUsingVariationFlag, returns the current map's songVariation &...
s32 battleSongID
name or handle of currently playing song
@ SONG_TUBBA_BLUBBA_BATTLE
@ GLOBAL_OVERRIDES_DONT_RESUME_SONG_AFTER_BATTLE
AuResult snd_song_set_track_volumes(s32 songName, MusicTrackVols arg1)
void snd_song_set_proximity_mix_far(s32 songName, s32 mix)
AuResult snd_song_clear_track_volumes(s32 songName, MusicTrackVols arg1)
void snd_song_set_proximity_mix_near(s32 songName, s32 mix)
void snd_song_set_proximity_mix_full(s32 songName, s32 mix)
AuResult snd_song_push_stop(s32 songName)
AuResult snd_song_request_fade_out(s32 songName, s32 fadeTime, AuCallback callback)
AuResult snd_ambient_pause(s32 arg0, s32 arg1)
AuResult snd_song_request_play(s32 songName, s32 variation)
Called from bgm_control to start playing a particular song + variation.
AuResult snd_song_request_push_fade_out(s32 songName, s32 fadeTime)
void snd_set_bgm_volume(VolumeLevels volume)
AuResult snd_song_load(s32 songID, s32 playerIndex)
return value may be either an AuResult error code OR a valid songName
AuResult snd_song_request_pop(s32 songName)
AuResult snd_song_request_fade_in(s32 songName, s32 variation, s32 fadeInTime, s32 startVolume, s32 endVolume)
Called from bgm_control to fade in a particular song + variation.
AuResult snd_song_request_snapshot(s32 songName)
AuResult snd_ambient_resume(s32 arg0, s32 arg1)
AuResult snd_song_is_playing(s32 songName)
AuResult snd_song_stop(s32 songName)
AuResult snd_song_set_linked_mode(s32 songName, b32 mode)
AreaConfig gAreas[29]
Zero-terminated.
GameStatus * gGameStatusPtr