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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 <macros.h>
#include "load.h"
#include "memory.h"
#include "data.h"
#include "seqplayer.h"
Data Structures | |
struct | SharedDma |
Macros | |
#define | ALIGN16(val) (((val) + 0xF) & ~0xF) |
#define | INIT_SOUND(sound) |
Functions | |
void | audio_dma_copy_immediate (u32 devAddr, void *vAddr, u32 nbytes) |
Performs an immediate DMA copy. More... | |
void | audio_dma_copy_async (u32 devAddr, void *vAddr, u32 nbytes, OSMesgQueue *queue, OSIoMesg *mesg) |
Performs an asynchronus (normal priority) DMA copy. More... | |
void | audio_dma_partial_copy_async (u32 *devAddr, u8 **vAddr, s32 *remaining, OSMesgQueue *queue, OSIoMesg *mesg) |
Performs a partial asynchronous (normal priority) DMA copy. More... | |
void | decrease_sample_dma_ttls () |
void * | dma_sample_data (u8 *devAddr, u32 size, s32 arg2, u8 *arg3) |
void | func_8031758C (UNUSED s32 arg0) |
static void | unused_80317844 (void) |
void | func_8031784C (struct AudioBank *mem, u8 *offset, u32 numInstruments, u32 numDrums) |
struct AudioBank * | bank_load_immediate (s32 bankId, s32 arg1) |
struct AudioBank * | bank_load_async (s32 bankId, s32 arg1, struct SequencePlayer *seqPlayer) |
void * | sequence_dma_immediate (s32 seqId, s32 arg1) |
void * | sequence_dma_async (s32 seqId, s32 arg1, struct SequencePlayer *seqPlayer) |
u8 | get_missing_bank (u32 seqId, s32 *nonNullCount, s32 *nullCount) |
struct AudioBank * | load_banks_immediate (s32 seqId, u8 *arg1) |
void | preload_sequence (u32 seqId, u8 preloadMask) |
void | load_sequence_internal (u32 player, u32 seqId, s32 loadAsync) |
void | load_sequence (u32 player, u32 seqId, s32 loadAsync) |
void | audio_init () |
#define ALIGN16 | ( | val | ) | (((val) + 0xF) & ~0xF) |
#define INIT_SOUND | ( | sound | ) |
void audio_dma_copy_async | ( | u32 | devAddr, |
void * | vAddr, | ||
u32 | nbytes, | ||
OSMesgQueue * | queue, | ||
OSIoMesg * | mesg | ||
) |
Performs an asynchronus (normal priority) DMA copy.
Performs an immediate DMA copy.
void audio_dma_partial_copy_async | ( | u32 * | devAddr, |
u8 ** | vAddr, | ||
s32 * | remaining, | ||
OSMesgQueue * | queue, | ||
OSIoMesg * | mesg | ||
) |
Performs a partial asynchronous (normal priority) DMA copy.
This is limited to 0x1000 bytes transfer at once.
void* sequence_dma_async | ( | s32 | seqId, |
s32 | arg1, | ||
struct SequencePlayer * | seqPlayer | ||
) |
struct SequenceChannelLayer D_802245D8[52] |
u8* gAlBankSets |
ALSeqFile* gAlCtlHeader |
ALSeqFile* gAlTbl |
OSIoMesg gAudioDmaIoMesg |
OSMesg gAudioDmaMesg |
OSMesgQueue gAudioDmaMesgQueue |
u64 gAudioGlobalsEndMarker |
u64 gAudioGlobalsStartMarker |
u8 gBankSetsData[] |
OSIoMesg gCurrAudioFrameDmaIoMesgBufs[AUDIO_FRAME_DMA_QUEUE_SIZE] |
OSMesg gCurrAudioFrameDmaMesgBufs[AUDIO_FRAME_DMA_QUEUE_SIZE] |
OSMesgQueue gCurrAudioFrameDmaQueue |
struct AudioListItem gLayerFreeList |
u8 gMusicData[] |
u32 gSampleDmaNumListItems |
ALSeqFile* gSeqFileHeader |
struct SequenceChannel gSequenceChannelNone |
struct SequenceChannel gSequenceChannels[32] |
u16 gSequenceCount |
struct SequencePlayer gSequencePlayers[SEQUENCE_PLAYERS] |
u8 gSoundDataADSR[] |
u8 gSoundDataRaw[] |
u32 sSampleDmaListSize1 |
u8 sSampleDmaReuseQueue1[256] |
u8 sSampleDmaReuseQueue2[256] |
u8 sSampleDmaReuseQueueHead1 |
u8 sSampleDmaReuseQueueHead2 |
u8 sSampleDmaReuseQueueTail1 |
u8 sSampleDmaReuseQueueTail2 |
u32 sUnused80226B40 |