90 switch (
music->state) {
95 if (
music->fadeOutTime < 250) {
142 if (
music->songID < 0) {
146 if (
music->songName > 0xFFFFU) {
179s32
_bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime,
s16 volume) {
222s32
bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime,
s16 volume) {
225 return _bgm_set_song(playerIndex, songID, variation, fadeOutTime, volume);
228s32
func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime,
s16 fadeStartVolume,
s16 fadeEndVolume) {
AuResult func_80055AF0(s32 songName)
AuResult snd_song_set_track_volumes(s32 songName, MusicTrackVols trackVolSet)
AuResult au_song_stop(s32 songName)
void bgm_set_proximity_mix_full(s32 songName, s32 mix)
AuResult func_80055B80(s32 songName)
AuResult snd_ambient_resume(s32 index, s32 fadeInTime)
AuResult snd_song_clear_track_volumes(s32 songName, MusicTrackVols trackVolSet)
AuResult au_song_load(s32 songID, s32 playerIndex)
AuResult snd_ambient_pause(s32 index, s32 fadeOutTime)
AuResult au_song_is_playing(s32 songName)
AuResult func_80055BB8(s32 songName, s32 fadeTime)
AuResult snd_set_song_variation_fade(s32 songName, s32 variation, s32 fadeInTime, s32 startVolume, s32 endVolume)
void func_800561A4(s32 arg0)
AuResult func_80055B28(s32 songName)
AuResult snd_set_song_variation_fade_time(s32 songName, s32 fadeTime, s32 variation)
AuResult au_song_start_variation(s32 songName, s32 variation)
void bgm_set_proximity_mix_near(s32 songName, s32 mix)
void bgm_set_proximity_mix_far(s32 songName, s32 mix)
AuResult snd_set_song_variation(s32 songName, s32 variation)
BSS s32 PopupMenu_SelectedIndex
MusicSettings gMusicSettings[2]
s32 _bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
s32 func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 fadeStartVolume, s16 fadeEndVolume)
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
void bgm_update_volume(void)
void bgm_reset_volume(void)
void bgm_pop_battle_song(void)
s32 bgm_init_music_players(void)
void bgm_set_target_volume(s16 volume)
BSS s16 MusicCurrentVolume
void bgm_update_music_settings(void)
AuResult bgm_set_variation(s32 playerIndex, s16 arg1)
AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet)
s32 bgm_adjust_proximity(s32 playerIndex, s32 mix, s16 state)
MusicSettings BlankMusicSettings
void bgm_set_battle_song(s32 songID, s32 variation)
AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet)
void bgm_reset_sequence_players(void)
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 &...
@ MUSIC_SETTINGS_FLAG_ENABLE_PROXIMITY_MIX
@ SONG_TUBBA_BLUBBA_BATTLE
@ GLOBAL_OVERRIDES_DONT_RESUME_SONG_AFTER_BATTLE
AreaConfig gAreas[29]
Zero-terminated.
GameStatus * gGameStatusPtr