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Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
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#include <ultra64.h>
#include "sm64.h"
#include "seq_ids.h"
#include "level_update.h"
#include "main.h"
#include "engine/math_util.h"
#include "area.h"
#include "profiler.h"
#include "audio/external.h"
#include "print.h"
#include "save_file.h"
#include "sound_init.h"
#include "engine/graph_node.h"
#include "paintings.h"
Macros | |
#define | MUSIC_NONE 0xFFFF |
Functions | |
static void | play_menu_sounds_extra (int a, void *b) |
void | func_80248C10 (void) |
void | func_80248C28 (s32 a) |
void | func_80248CB8 (s32 a) |
void | func_80248D48 (void) |
void | func_80248D90 (void) |
void | set_sound_mode (u16 soundMode) |
Sets the sound mode. More... | |
void | play_menu_sounds (s16 soundMenuFlags) |
Wrapper method by menu used to set the sound via flags. More... | |
void | play_painting_eject_sound (void) |
Plays the painting eject sound effect if it has not already been played. More... | |
void | play_infinite_stairs_music (void) |
void | set_background_music (u16 a, u16 seqArgs, s16 fadeTimer) |
void | func_802491FC (s16 fadeOutTime) |
void | func_8024924C (s16 fadeTimer) |
void | play_cutscene_music (u16 seqArgs) |
void | play_shell_music (void) |
void | stop_shell_music (void) |
void | play_cap_music (u16 seqArgs) |
void | fadeout_cap_music (void) |
void | stop_cap_music (void) |
void | play_menu_sounds_extra (s32 a, void *b) |
void | audio_game_loop_tick (void) |
void | thread4_sound (UNUSED void *arg) |
Sound processing thread. More... | |
Variables | |
static Vec3f | unused80339DC0 |
static OSMesgQueue | sSoundMesgQueue |
static OSMesg | sSoundMesgBuf [1] |
static struct VblankHandler | sSoundVblankHandler |
static u8 | D_8032C6C0 = 0 |
static u8 | D_8032C6C4 = 0 |
static u16 | sCurrentMusic = MUSIC_NONE |
static u16 | sCurrentShellMusic = MUSIC_NONE |
static u16 | sCurrentCapMusic = MUSIC_NONE |
static u8 | sPlayingInfiniteStairs = FALSE |
static u8 | unused8032C6D8 [16] = { 0 } |
static s16 | sSoundMenuModeToSoundMode [] = { SOUND_MODE_STEREO, SOUND_MODE_MONO, SOUND_MODE_HEADSET } |
static u32 | menuSoundsExtra [] |
static s8 | paintingEjectSoundPlayed = FALSE |
#define MUSIC_NONE 0xFFFF |
Plays the painting eject sound effect if it has not already been played.
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