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#ifndef POKEDIAMOND_SOUND_H
#define POKEDIAMOND_SOUND_H
#include "FS_file.h"
#include "NNS_SND_arc.h"
#include "NNS_SND_heap.h"
#include "NNS_SND_arc_loader.h"
#include "player_data.h"
#include "sav_chatot.h"
struct SoundData
{
NNSSndArc header;
NNSSndHeapHandle * heap; // 0x00090
u8 heapBuffer[0xBBC00];
u32 players[9];
u32 unk_BBCB8;
u32 unk_BBCBC;
u8 unk_BBCC0[0x20];
u8 unk_BBCE0[0x1000];
u8 unk_BCCE0[0x1C];
u16 unk_BCCFC;
u16 unk_BCCFE;
s32 unk_BCD00;
u32 unk_BCD04;
u32 unk_BCD08;
u16 unk_BCD0C;
u16 unk_BCD0E;
u8 unk_BCD10;
u8 unk_BCD11;
u16 unk_BCD12;
u8 unk_BCD14;
u8 unk_BCD15;
u8 unk_BCD16;
u8 unk_BCD17;
u8 unk_BCD18;
u8 unk_BCD19;
u8 unk_BCD1A;
u8 unk_BCD1B;
int unk_BCD1C[7];
u8 unk_BCD38;
u8 unk_BCD39;
u8 unk_BCD3A;
u8 unk_BCD3B;
u32 unk_BCD3C;
u64 unk_BCD40;
u32 unk_BCD48;
struct SaveChatotSoundClip * chatot;
u32 unk_BCD50;
u32 unk_BCD54;
u32 unk_BCD58;
u32 unk_BCD5C;
};
struct SoundData * GetSoundDataPointer(void);
void InitSoundData(struct SaveChatotSoundClip * chatot, struct Options * options);
void * FUN_02003D38(u32 a0);
int GF_Snd_SaveState(int * level_p);
void GF_Snd_RestoreState(int level);
BOOL GF_Snd_LoadGroup(int groupNo);
BOOL GF_Snd_LoadSeq(int seqNo);
BOOL GF_Snd_LoadSeqEx(int seqNo, u32 loadFlag);
BOOL GF_Snd_LoadWaveArc(int waveArcNo);
BOOL GF_Snd_LoadBank(int bankNo);
u32 * GetSoundPlayer(int playerNo);
int FUN_02004018(u32 a0);
void DoSoundUpdateFrame(void);
void FUN_02003CE8(int);
#endif //POKEDIAMOND_SOUND_H
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