Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
effects.h
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1 #ifndef _AUDIO_EFFECTS_H
2 #define _AUDIO_EFFECTS_H
3 
4 #include "internal.h"
5 
6 #define ADSR_STATE_DISABLED 0
7 #define ADSR_STATE_INITIAL 1
8 #define ADSR_STATE_START_LOOP 2
9 #define ADSR_STATE_LOOP 3
10 #define ADSR_STATE_FADE 4
11 #define ADSR_STATE_HANG 5
12 #define ADSR_STATE_DECAY 6
13 #define ADSR_STATE_RELEASE 7
14 #define ADSR_STATE_SUSTAIN 8
15 
16 #define ADSR_ACTION_RELEASE 0x10
17 #define ADSR_ACTION_DECAY 0x20
18 #define ADSR_ACTION_HANG 0x40
19 
20 #define ADSR_DISABLE 0
21 #define ADSR_HANG -1
22 #define ADSR_GOTO -2
23 #define ADSR_RESTART -3
24 
25 void sequence_player_process_sound(struct SequencePlayer *seqPlayer);
26 void note_vibrato_update(struct Note *note);
27 void note_vibrato_init(struct Note *note);
28 void adsr_init(struct AdsrState *adsr, struct AdsrEnvelope *envelope, s16 *volOut);
29 s32 adsr_update(struct AdsrState *adsr);
30 
31 #endif /* _AUDIO_EFFECTS_H */
signed short int s16
Definition: ultratypes.h:13
void sequence_player_process_sound(struct SequencePlayer *seqPlayer)
Definition: effects.c:18
s32 adsr_update(struct AdsrState *adsr)
Definition: effects.c:230
Definition: internal.h:337
void note_vibrato_init(struct Note *note)
Definition: effects.c:180
Definition: internal.h:182
void adsr_init(struct AdsrState *adsr, struct AdsrEnvelope *envelope, s16 *volOut)
Definition: effects.c:220
Definition: internal.h:102
Definition: internal.h:234
signed int s32
Definition: ultratypes.h:15
void note_vibrato_update(struct Note *note)
Definition: effects.c:171