48 lines
1.4 KiB
C
48 lines
1.4 KiB
C
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#ifndef _AUDIO_LOAD_H
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#define _AUDIO_LOAD_H
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#include "internal.h"
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#define AUDIO_FRAME_DMA_QUEUE_SIZE 0x40
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#define PRELOAD_BANKS 2
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#define PRELOAD_SEQUENCE 1
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#define IS_SEQUENCE_CHANNEL_VALID(ptr) ((u32)(ptr) != (u32)&gSequenceChannelNone)
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extern struct Note *gNotes;
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// Music in SM64 is played using 3 players:
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// gSequencePlayers[0] is level background music
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// gSequencePlayers[1] is misc music, like the puzzle jingle
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// gSequencePlayers[2] is sound
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extern struct SequencePlayer gSequencePlayers[SEQUENCE_PLAYERS];
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extern struct SequenceChannel gSequenceChannels[32];
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#ifdef VERSION_JP
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extern struct SequenceChannelLayer D_802245D8[48];
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#else
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extern struct SequenceChannelLayer D_802245D8[52];
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#endif
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extern struct SequenceChannel gSequenceChannelNone;
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extern struct AudioListItem gLayerFreeList;
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extern struct NotePool gNoteFreeLists;
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extern OSMesgQueue gCurrAudioFrameDmaQueue;
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extern u32 gSampleDmaNumListItems;
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extern ALSeqFile *gAlTbl;
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extern u8 *gAlBankSets;
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void audio_dma_partial_copy_async(u32 *devAddr, u8 **vAddr, s32 *remaining, OSMesgQueue *queue, OSIoMesg *mesg);
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void decrease_sample_dma_ttls(void);
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void *dma_sample_data(u8 *arg0, u32 arg1, s32 arg2, u8 *arg3);
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void func_8031758C(s32 arg0);
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void func_8031784C(struct AudioBank *arg0, u8 *offset, u32 arg2, u32 arg3);
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void preload_sequence(u32 seqId, u8 preloadMask);
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void load_sequence(u32 player, u32 seqId, s32 loadAsync);
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#endif /* _AUDIO_LOAD_H */
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