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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 "internal.h"
Go to the source code of this file.
Data Structures | |
struct | SoundAllocPool |
struct | SeqOrBankEntry |
struct | PersistentPool |
struct | TemporaryPool |
struct | SoundMultiPool |
Macros | |
#define | SOUND_LOAD_STATUS_NOT_LOADED 0 |
#define | SOUND_LOAD_STATUS_IN_PROGRESS 1 |
#define | SOUND_LOAD_STATUS_COMPLETE 2 |
#define | SOUND_LOAD_STATUS_DISCARDABLE 3 |
#define | IS_BANK_LOAD_COMPLETE(bankId) (gBankLoadStatus[bankId] >= SOUND_LOAD_STATUS_COMPLETE) |
#define | IS_SEQ_LOAD_COMPLETE(seqId) (gSeqLoadStatus[seqId] >= SOUND_LOAD_STATUS_COMPLETE) |
Functions | |
void * | soundAlloc (struct SoundAllocPool *pool, u32 size) |
void | func_80316108 (s32 arg0) |
void * | alloc_bank_or_seq (struct SoundMultiPool *arg0, s32 arg1, s32 size, s32 arg3, s32 id) |
void * | get_bank_or_seq (struct SoundMultiPool *arg0, s32 arg1, s32 arg2) |
void | func_80316928 (struct Struct80332190 *arg0) |
#define IS_BANK_LOAD_COMPLETE | ( | bankId | ) | (gBankLoadStatus[bankId] >= SOUND_LOAD_STATUS_COMPLETE) |
#define IS_SEQ_LOAD_COMPLETE | ( | seqId | ) | (gSeqLoadStatus[seqId] >= SOUND_LOAD_STATUS_COMPLETE) |
#define SOUND_LOAD_STATUS_COMPLETE 2 |
#define SOUND_LOAD_STATUS_DISCARDABLE 3 |
#define SOUND_LOAD_STATUS_IN_PROGRESS 1 |
#define SOUND_LOAD_STATUS_NOT_LOADED 0 |
void func_80316928 | ( | struct Struct80332190 * | arg0 | ) |
void* get_bank_or_seq | ( | struct SoundMultiPool * | arg0, |
s32 | arg1, | ||
s32 | arg2 | ||
) |
void* soundAlloc | ( | struct SoundAllocPool * | pool, |
u32 | size | ||
) |
s16 D_802212A0 |
s8 D_802212A2 |
u8 D_802212A3 |
struct SoundAllocPool D_802212C8 |
u8 gAudioHeap[] |
struct SoundMultiPool gBankLoadedPool |
u8 gBankLoadStatus[64] |
struct SoundMultiPool gSeqLoadedPool |
u8 gSeqLoadStatus[256] |
struct SoundAllocPool gSoundPool |