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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 "memory.h"
#include "data.h"
#include "load.h"
#include "synthesis.h"
#include "seqplayer.h"
#include "effects.h"
Data Structures | |
struct | Struct803161E0 |
struct | U32Pair |
Macros | |
#define | ALIGN16(val) (((val) + 0xF) & ~0xF) |
#define | frames s1 |
Functions | |
void | reset_bank_and_seq_load_status (void) |
void | discard_bank (s32 bankId) |
void | discard_sequence (s32 seqId) |
void * | soundAlloc (struct SoundAllocPool *pool, u32 size) |
void | func_80316094 (struct SoundAllocPool *pool, void *arg1, u32 arg2) |
void | func_803160B4 (struct PersistentPool *persistent) |
void | func_803160C8 (struct TemporaryPool *temporary) |
void | unused_803160F8 (struct SoundAllocPool *pool) |
void | func_80316108 (s32 arg0) |
void | func_80316164 (struct Struct803161E0 *a) |
void | func_803161E0 (struct U32Pair *a) |
void | func_8031625C (struct Struct803161E0 *a) |
void | func_80316318 (struct Struct803161E0 *a) |
static void | unused_803163D4 () |
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 id) |
void | func_803168CC (void) |
void | wait_for_audio_frames (s32 frames) |
Waits until a specified number of audio frames have been created. More... | |
void | func_80316928 (struct Struct80332190 *arg0) |
#define ALIGN16 | ( | val | ) | (((val) + 0xF) & ~0xF) |
#define frames s1 |
void func_80316094 | ( | struct SoundAllocPool * | pool, |
void * | arg1, | ||
u32 | arg2 | ||
) |
void func_803160B4 | ( | struct PersistentPool * | persistent | ) |
void func_803160C8 | ( | struct TemporaryPool * | temporary | ) |
void func_80316164 | ( | struct Struct803161E0 * | a | ) |
void func_8031625C | ( | struct Struct803161E0 * | a | ) |
void func_80316318 | ( | struct Struct803161E0 * | a | ) |
void func_80316928 | ( | struct Struct80332190 * | arg0 | ) |
void* get_bank_or_seq | ( | struct SoundMultiPool * | arg0, |
s32 | arg1, | ||
s32 | id | ||
) |
void* soundAlloc | ( | struct SoundAllocPool * | pool, |
u32 | size | ||
) |
void unused_803160F8 | ( | struct SoundAllocPool * | pool | ) |
Waits until a specified number of audio frames have been created.
s16 D_802212A0 |
s8 D_802212A2 |
u8 D_802212A3 |
struct SoundAllocPool D_802212A8 |
struct SoundAllocPool D_802212C8 |
struct SoundAllocPool D_802212F8 |
struct SoundAllocPool D_80221308 |
struct SoundAllocPool D_80221318 |
struct Struct803161E0 D_80221898 |
struct Struct803161E0 D_802218B0 |
struct Struct803161E0 D_802218C0 |
s32 D_80226D6C |
u8 gAudioUnusedBuffer[0x1000] |
struct SoundMultiPool gBankLoadedPool |
u8 gBankLoadStatus[0x40] |
struct SoundMultiPool gSeqLoadedPool |
u8 gSeqLoadStatus[0x100] |
struct SoundAllocPool gSoundPool |
struct SoundMultiPool gUnusedLoadedPool |
u8 sAudioMemoryPad[0x20] |