Paper Mario DX
Paper Mario (N64) modding
 
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public.h
Go to the documentation of this file.
1#ifndef _AUDIO_PUBLIC_H_
2#define _AUDIO_PUBLIC_H_
3
4#include "audio.h"
5
6// ----------------------------------------------------------------------------------
7// snd_interface.c
8// ----------------------------------------------------------------------------------
11//void snd_bgm_clear_legacy_commands(BGMPlayer* player);
13void snd_start_sound(s32 soundID, u8 volume, u8 pan);
14void snd_start_sound_with_shift(s32 soundID, u8 volume, u8 pan, s16 pitchShift);
15void snd_adjust_sound(s32 soundID, u8 volume, u8 pan);
16void snd_adjust_sound_with_shift(s32 soundID, u8 volume, u8 pan, s16 pitchShift);
17void snd_stop_sound(s32 soundID);
18void snd_reset(void);
19void snd_start_sound_raw(s32 soundID, s16 volume, s16 pitchShift, s32 pan);
35AuResult snd_song_load(s32 songID, s32 playerIndex);
37AuResult snd_song_request_play(s32 songName, s32 variation);
38AuResult snd_song_stop(s32 songName);
39void snd_song_stop_all(void);
41AuResult snd_song_request_fade_in(s32 songName, s32 variation, s32 fadeInTime, s32 startVolume, s32 endVolume);
42AuResult snd_song_request_fade_in_default(s32 songName, s32 fadeInTime, s32 startVolume, s32 endVolume);
43AuResult snd_song_request_fade_out(s32 songName, s32 fadeTime, AuCallback callback);
53//AuResult snd_song_get_playing_info(s32 songName, BGMHeader** outTrackData, BGMPlayer** outPlayer);
55/*
56AuResult snd_song_set_detune(s32 songName, s32 arg1);
57AuResult snd_song_set_track_volumes(s32 songName, MusicTrackVols arg1);
58AuResult snd_song_clear_track_volumes(s32 songName, MusicTrackVols arg1);
59AuResult snd_song_set_track_vol_mute(s32 arg0, s32 arg1);
60AuResult snd_song_set_track_vol_quiet(s32 arg0, s32 arg1);
61AuResult snd_song_set_track_vol_full(s32 arg0, s32 arg1);
62void snd_song_set_proximity_mix_far(s32 songName, s32 mix);
63void snd_song_set_proximity_mix_near(s32 songName, s32 mix);
64void snd_song_set_proximity_mix_full(s32 songName, s32 mix);
65*/
68void snd_song_trigger_music_event(s32 playerID, s32 trackIndex, s32 eventInfo);
70//void snd_register_callback(AuCallback func, s32 index);
71void snd_set_stereo(void);
72void snd_set_mono(void);
76void snd_enable_sfx(void);
77void snd_disable_sfx(void);
78
79// ----------------------------------------------------------------------------------
80// bgm_control.c
81// ----------------------------------------------------------------------------------
84AuResult bgm_set_linked_mode(s32 playerIndex, b16 mode);
85void bgm_quiet_max_volume(void);
86void bgm_reset_max_volume(void);
87void bgm_reset_volume(void);
89s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume);
91void bgm_push_battle_song(void);
92s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2);
93b32 bgm_fade_in_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5);
94
98void bgm_pop_song(void);
99void bgm_push_song(s32 songID, s32 variation);
100void bgm_pop_battle_song(void);
101
102// ----------------------------------------------------------------------------------
103// sfx_control.c
104// ----------------------------------------------------------------------------------
105void sfx_reset_door_sounds(void);
106void sfx_clear_sounds(void);
111void sfx_stop_env_sounds(void);
112//SoundInstance* sfx_get_env_sound_instance(s32 soundID);
113void sfx_play_sound_looping(s32 soundID, u8 volume, u8 pan, s16 pitchShift);
115s32 sfx_adjust_env_sound_pos(s32 soundID, s32 sourceFlags, f32 x, f32 y, f32 z);
117void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift);
118void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift);
119void sfx_stop_sound(s32 soundID);
120void sfx_play_sound(s32 soundID);
121void sfx_play_sound_at_player(s32 soundID, s32 arg1);
122void sfx_play_sound_at_npc(s32 soundID, s32 arg1, s32 npcID);
123void sfx_play_sound_at_position(s32 soundID, s32 flags, f32 posX, f32 posY, f32 posZ);
124void sfx_get_spatialized_sound_params(f32 x, f32 y, f32 z, s16* volume, s16* pan, s32 flags);
128
129#endif
BSS s32 PopupMenu_SelectedIndex
s32 b32
void(* AuCallback)(void)
s16 b16
s8 flags
Definition demo_api.c:15
#define sfx_play_sound_at_position
VolumeLevels
Perceptual volume levels, 0 (mute) to 8 (max).
Definition enums.h:1813
AuResult
Definition enums.h:1758
void snd_stop_sound(s32 soundID)
s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2)
void snd_start_sound_with_shift(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void sfx_clear_env_sounds(s16 playSounds)
AuResult snd_ambient_play(s32 arg0, s32 arg1)
AuResult snd_ambient_radio_select(s32 arg0)
AuResult snd_song_push_stop(s32 songName)
void snd_disable_sfx(void)
AuResult snd_song_request_fade_out(s32 songName, s32 fadeTime, AuCallback callback)
AuResult snd_ambient_radio_stop(s32 arg0)
void sfx_update_env_sound_params(void)
void sfx_play_sound_at_npc(s32 soundID, s32 arg1, s32 npcID)
void sfx_stop_env_sounds(void)
void bgm_pop_song(void)
void sfx_register_looping_sound_at_position(s32 soundID, s32 flags, f32 x, f32 y, f32 z)
void snd_song_poll_music_events(u32 **arg0, s32 *arg1)
void bgm_quiet_max_volume(void)
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
AuResult snd_song_request_fade_in_default(s32 songName, s32 fadeInTime, s32 startVolume, s32 endVolume)
Unused.
AuResult snd_ambient_pause(s32 arg0, s32 arg1)
void snd_bgm_enqueue_legacy_command(u32 cmd)
Unused Part of an unused system for inter-thread communication with a BGM player using commands.
void sfx_get_spatialized_sound_params(f32 x, f32 y, f32 z, s16 *volume, s16 *pan, s32 flags)
void snd_reset(void)
void bgm_reset_max_volume(void)
void snd_start_sound(s32 soundID, u8 volume, u8 pan)
void sfx_set_reverb_mode(s32 arg0)
void sfx_stop_sound(s32 soundID)
s32 sfx_get_reverb_mode(void)
void snd_start_sound_raw(s32 soundID, s16 volume, s16 pitchShift, s32 pan)
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 sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void bgm_update_music_control(void)
Definition bgm_control.c:83
void sfx_reset_door_sounds(void)
b32 bgm_fade_in_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5)
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void snd_set_bgm_volume(VolumeLevels volume)
AuResult snd_song_set_volume_full(s32 songName)
AuResult snd_song_load(s32 songID, s32 playerIndex)
return value may be either an AuResult error code OR a valid songName
void snd_enable_sfx(void)
AuResult snd_song_request_unpause(s32 songName)
AuResult snd_song_request_pop(s32 songName)
AuResult snd_load_ambient(s32 arg0)
AuResult bgm_set_linked_mode(s32 playerIndex, b16 mode)
void bgm_reset_volume(void)
Definition bgm_control.c:77
AuResult snd_ambient_set_volume(s32 arg0, s32 arg1, s32 arg2)
AuResult snd_song_set_playback_rate(s32 songName, f32 arg1)
AuResult snd_ambient_stop_slow(s32 arg0, s32 arg1)
void bgm_pop_battle_song(void)
void sfx_play_sound(s32 soundID)
void snd_adjust_sound_with_shift(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void snd_notify_engine_ready(ALHeap *heap)
s32 sfx_adjust_env_sound_pos(s32 soundID, s32 sourceFlags, f32 x, f32 y, f32 z)
b32 bgm_is_any_song_playing(void)
void sfx_compute_spatialized_sound_params_with_depth(f32 x, f32 y, f32 z, s16 *volume, s16 *pan)
s32 bgm_init_music_players(void)
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.
void snd_ambient_radio_setup(s32 arg0)
void snd_set_mono(void)
void snd_song_stop_all(void)
void snd_set_stereo(void)
void sfx_compute_spatialized_sound_params_ignore_depth(f32 x, f32 y, f32 z, s16 *volume, s16 *pan)
AuResult snd_song_request_snapshot(s32 songName)
void sfx_stop_tracking_env_sound_pos(s32 soundID, s32 keepPlaying)
void sfx_compute_spatialized_sound_params_full(f32 x, f32 y, f32 z, s16 *volume, s16 *pan, s32 flags)
AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet)
AuResult snd_song_set_volume_quiet(s32 songName)
void snd_legacy_sound_dispatch(u32 id)
Unused Seems to be an early function that accepts a command to play any kind of audio asset,...
AuResult snd_ambient_resume(s32 arg0, s32 arg1)
AuResult snd_ambient_enable(s32 arg0)
AuResult snd_song_request_pause(s32 songName)
AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet)
void snd_adjust_sound(s32 soundID, u8 volume, u8 pan)
AuResult snd_song_is_playing(s32 songName)
void sfx_clear_sounds(void)
void bgm_reset_sequence_players(void)
Definition bgm_control.c:64
void bgm_push_song(s32 songID, s32 variation)
AuResult snd_song_request_play_default(s32 songName)
Unused – snd_song_request_play but always uses BGM_VARIATION_0.
void bgm_set_battle_song(s32, s32)
void bgm_push_battle_song(void)
void snd_set_sfx_reverb_type(s32 arg0)
void sfx_play_sound_looping(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
AuResult snd_ambient_stop_quick(s32 arg0)
AuResult snd_ambient_disable(s32 arg0)
void snd_set_sfx_volume(VolumeLevels volume)
AuResult snd_ambient_is_stopped(s32 arg0)
void snd_song_trigger_music_event(s32 playerID, s32 trackIndex, s32 eventInfo)
void snd_song_clear_music_events(void)
AuResult snd_ambient_fade_out(s32 arg0, s32 arg1)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
AuResult snd_song_stop(s32 songName)
AuResult snd_song_set_linked_mode(s32 songName, b32 mode)
void snd_song_flush_music_events(void)