papermario
Decompilation of Paper Mario
 
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public.h File Reference

Functions

void snd_notify_engine_ready (ALHeap *heap)
 
void snd_legacy_sound_dispatch (u32 id)
 Unused Seems to be an early function that accepts a command to play any kind of audio asset,.
 
void snd_bgm_enqueue_legacy_command (u32 cmd)
 Unused Part of an unused system for inter-thread communication with a BGM player using commands.
 
void snd_start_sound (s32 soundID, u8 volume, u8 pan)
 
void snd_start_sound_with_shift (s32 soundID, u8 volume, u8 pan, s16 pitchShift)
 
void snd_adjust_sound (s32 soundID, u8 volume, u8 pan)
 
void snd_adjust_sound_with_shift (s32 soundID, u8 volume, u8 pan, s16 pitchShift)
 
void snd_stop_sound (s32 soundID)
 
void snd_reset (void)
 
void snd_start_sound_raw (s32 soundID, s16 volume, s16 pitchShift, s32 pan)
 
AuResult snd_load_ambient (s32 arg0)
 
AuResult snd_ambient_play (s32 arg0, s32 arg1)
 
AuResult snd_ambient_stop_quick (s32 arg0)
 
AuResult snd_ambient_stop_slow (s32 arg0, s32 arg1)
 
AuResult snd_ambient_pause (s32 arg0, s32 arg1)
 
AuResult snd_ambient_resume (s32 arg0, s32 arg1)
 
AuResult snd_ambient_is_stopped (s32 arg0)
 
AuResult snd_ambient_fade_out (s32 arg0, s32 arg1)
 
AuResult snd_ambient_set_volume (s32 arg0, s32 arg1, s32 arg2)
 
AuResult snd_ambient_disable (s32 arg0)
 
AuResult snd_ambient_enable (s32 arg0)
 
void snd_ambient_radio_setup (s32 arg0)
 
AuResult snd_ambient_radio_stop (s32 arg0)
 
AuResult snd_ambient_radio_select (s32 arg0)
 
AuResult snd_song_load (s32 songID, s32 playerIndex)
 return value may be either an AuResult error code OR a valid songName
 
AuResult snd_song_request_play_default (s32 songName)
 Unused – snd_song_request_play but always uses BGM_VARIATION_0.
 
AuResult snd_song_request_play (s32 songName, s32 variation)
 Called from bgm_control to start playing a particular song + variation.
 
AuResult snd_song_stop (s32 songName)
 
void snd_song_stop_all (void)
 
AuResult snd_song_is_playing (s32 songName)
 
AuResult snd_song_request_fade_in (s32 songName, s32 variation, s32 fadeInTime, s32 startVolume, s32 endVolume)
 Called from bgm_control to fade in a particular song + variation.
 
AuResult snd_song_request_fade_in_default (s32 songName, s32 fadeInTime, s32 startVolume, s32 endVolume)
 Unused.
 
AuResult snd_song_request_fade_out (s32 songName, s32 fadeTime, AuCallback callback)
 
AuResult snd_song_push_stop (s32 songName)
 
AuResult snd_song_request_pop (s32 songName)
 
AuResult snd_song_request_snapshot (s32 songName)
 
AuResult snd_song_request_push_fade_out (s32 songName, s32 fadeTime)
 
AuResult snd_song_request_pause (s32 songName)
 
AuResult snd_song_request_unpause (s32 songName)
 
AuResult snd_song_set_volume_quiet (s32 songName)
 
AuResult snd_song_set_volume_full (s32 songName)
 
AuResult snd_song_set_linked_mode (s32 songName, b32 mode)
 
AuResult snd_song_set_playback_rate (s32 songName, f32 arg1)
 
void snd_song_poll_music_events (u32 **arg0, s32 *arg1)
 
void snd_song_flush_music_events (void)
 
void snd_song_trigger_music_event (s32 playerID, s32 trackIndex, s32 eventInfo)
 
void snd_song_clear_music_events (void)
 
void snd_set_stereo (void)
 
void snd_set_mono (void)
 
void snd_set_bgm_volume (VolumeLevels volume)
 
void snd_set_sfx_volume (VolumeLevels volume)
 
void snd_set_sfx_reverb_type (s32 arg0)
 
void snd_enable_sfx (void)
 
void snd_disable_sfx (void)
 
AuResult bgm_set_track_volumes (s32 playerIndex, s16 trackVolSet)
 
AuResult bgm_clear_track_volumes (s32 playerIndex, s16 trackVolSet)
 
AuResult bgm_set_linked_mode (s32 playerIndex, b16 mode)
 
void bgm_quiet_max_volume (void)
 
void bgm_reset_max_volume (void)
 
void bgm_reset_volume (void)
 
s32 bgm_init_music_players (void)
 
s32 bgm_set_song (s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
 
void bgm_set_battle_song (s32, s32)
 
void bgm_push_battle_song (void)
 
s32 bgm_adjust_proximity (s32 playerIndex, s32 arg1, s16 arg2)
 
b32 bgm_fade_in_song (s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5)
 
void bgm_update_music_control (void)
 
b32 bgm_is_any_song_playing (void)
 
void bgm_reset_sequence_players (void)
 
void bgm_pop_song (void)
 
void bgm_push_song (s32 songID, s32 variation)
 
void bgm_pop_battle_song (void)
 
void sfx_reset_door_sounds (void)
 
void sfx_clear_sounds (void)
 
void sfx_clear_env_sounds (s16 playSounds)
 
void sfx_update_env_sound_params (void)
 
void sfx_set_reverb_mode (s32 arg0)
 
s32 sfx_get_reverb_mode (void)
 
void sfx_stop_env_sounds (void)
 
void sfx_play_sound_looping (s32 soundID, u8 volume, u8 pan, s16 pitchShift)
 
void sfx_register_looping_sound_at_position (s32 soundID, s32 flags, f32 x, f32 y, f32 z)
 
s32 sfx_adjust_env_sound_pos (s32 soundID, s32 sourceFlags, f32 x, f32 y, f32 z)
 
void sfx_stop_tracking_env_sound_pos (s32 soundID, s32 keepPlaying)
 
void sfx_play_sound_with_params (s32 soundID, u8 volume, u8 pan, s16 pitchShift)
 
void sfx_adjust_env_sound_params (s32 soundID, u8 volume, u8 pan, s16 pitchShift)
 
void sfx_stop_sound (s32 soundID)
 
void sfx_play_sound (s32 soundID)
 
void sfx_play_sound_at_player (s32 soundID, s32 arg1)
 
void sfx_play_sound_at_npc (s32 soundID, s32 arg1, s32 npcID)
 
void sfx_play_sound_at_position (s32 soundID, s32 flags, f32 posX, f32 posY, f32 posZ)
 
void sfx_get_spatialized_sound_params (f32 x, f32 y, f32 z, s16 *volume, s16 *pan, s32 flags)
 
void sfx_compute_spatialized_sound_params_ignore_depth (f32 x, f32 y, f32 z, s16 *volume, s16 *pan)
 
void sfx_compute_spatialized_sound_params_with_depth (f32 x, f32 y, f32 z, s16 *volume, s16 *pan)
 
void sfx_compute_spatialized_sound_params_full (f32 x, f32 y, f32 z, s16 *volume, s16 *pan, s32 flags)
 

Function Documentation

◆ bgm_adjust_proximity()

s32 bgm_adjust_proximity ( s32 playerIndex,
s32 arg1,
s16 arg2 )

◆ bgm_clear_track_volumes()

AuResult bgm_clear_track_volumes ( s32 playerIndex,
s16 trackVolSet )

◆ bgm_fade_in_song()

b32 bgm_fade_in_song ( s32 playerIndex,
s32 songID,
s32 variation,
s32 fadeInTime,
s16 arg4,
s16 arg5 )

◆ bgm_init_music_players()

s32 bgm_init_music_players ( void )

Referenced by state_step_startup().

◆ bgm_is_any_song_playing()

b32 bgm_is_any_song_playing ( void )

◆ bgm_pop_battle_song()

void bgm_pop_battle_song ( void )

◆ bgm_pop_song()

void bgm_pop_song ( void )

◆ bgm_push_battle_song()

void bgm_push_battle_song ( void )

◆ bgm_push_song()

void bgm_push_song ( s32 songID,
s32 variation )

◆ bgm_quiet_max_volume()

void bgm_quiet_max_volume ( void )

Referenced by state_step_pause().

◆ bgm_reset_max_volume()

void bgm_reset_max_volume ( void )

Referenced by state_step_unpause().

◆ bgm_reset_sequence_players()

void bgm_reset_sequence_players ( void )

Referenced by load_engine_data().

◆ bgm_reset_volume()

void bgm_reset_volume ( void )

Referenced by state_step_startup().

◆ bgm_set_battle_song()

void bgm_set_battle_song ( s32 songID,
s32 variation )

◆ bgm_set_linked_mode()

AuResult bgm_set_linked_mode ( s32 playerIndex,
b16 mode )

◆ bgm_set_song()

◆ bgm_set_track_volumes()

AuResult bgm_set_track_volumes ( s32 playerIndex,
s16 trackVolSet )

◆ bgm_update_music_control()

void bgm_update_music_control ( void )
Bug
this is called even if we are trying to fade in, immediately overriding any fade parameters

Referenced by step_game_loop().

◆ sfx_adjust_env_sound_params()

void sfx_adjust_env_sound_params ( s32 soundID,
u8 volume,
u8 pan,
s16 pitchShift )

Referenced by update().

◆ sfx_adjust_env_sound_pos()

s32 sfx_adjust_env_sound_pos ( s32 soundID,
s32 sourceFlags,
f32 x,
f32 y,
f32 z )

Referenced by SentinelAI_Descend().

◆ sfx_clear_env_sounds()

◆ sfx_clear_sounds()

void sfx_clear_sounds ( void )

◆ sfx_compute_spatialized_sound_params_full()

void sfx_compute_spatialized_sound_params_full ( f32 x,
f32 y,
f32 z,
s16 * volume,
s16 * pan,
s32 flags )

◆ sfx_compute_spatialized_sound_params_ignore_depth()

void sfx_compute_spatialized_sound_params_ignore_depth ( f32 x,
f32 y,
f32 z,
s16 * volume,
s16 * pan )

◆ sfx_compute_spatialized_sound_params_with_depth()

void sfx_compute_spatialized_sound_params_with_depth ( f32 x,
f32 y,
f32 z,
s16 * volume,
s16 * pan )

◆ sfx_get_reverb_mode()

s32 sfx_get_reverb_mode ( void )

Referenced by state_step_pause().

◆ sfx_get_spatialized_sound_params()

void sfx_get_spatialized_sound_params ( f32 x,
f32 y,
f32 z,
s16 * volume,
s16 * pan,
s32 flags )

◆ sfx_play_sound()

void sfx_play_sound ( s32 soundID)

Referenced by _use_partner_ability(), btl_main_menu_update(), btl_state_update_begin_player_turn(), btl_state_update_celebration(), btl_state_update_defeat(), btl_state_update_partner_menu(), btl_state_update_partner_move(), btl_state_update_player_menu(), btl_state_update_player_move(), btl_state_update_run_away(), btl_state_update_select_target(), btl_submenu_moves_update(), btl_update_ko_status(), btl_update_strats_menu(), calc_player_damage_enemy(), can_open_world_menu(), card_worker_update(), check_input_open_menus(), check_input_status_bar(), coin_counter_draw_content(), entity_BlueWarpPipe_enter_pipe_init(), entity_Chest_begin_opening(), entity_CymbalPlant_idle(), entity_HeartBlockContent__anim_heal(), entity_HiddenPanel_flip_over(), entity_Padlock_idle(), entity_SaveBlock_show_result_message(), entity_StarBoxLauncher_launch(), entity_WoodenCrate_idle(), filemenu_choose_name_handle_input(), filemenu_main_handle_input(), filemenu_selectlanguage_handle_input(), filemenu_yesno_handle_input(), func_800F16CC(), func_802BB34C_E2DC7C(), func_802BC3E4_E2ED14(), hud_element_update(), inflict_partner_ko(), partner_use_ability(), pause_badges_handle_input(), pause_handle_input(), pause_init(), pause_items_handle_input(), pause_map_handle_input(), pause_partners_handle_input(), pause_spirits_handle_input(), pause_stats_handle_input(), pause_tabs_handle_input(), pause_tutorial_input(), popup_menu_update(), remove_player_buffs(), should_cancel_open_world_menu(), state_step_title_screen(), step_entity_commandlist(), update(), update_encounters_neutral(), update_item_entity_pickup(), and update_status_bar().

◆ sfx_play_sound_at_npc()

void sfx_play_sound_at_npc ( s32 soundID,
s32 arg1,
s32 npcID )

Referenced by update_riding_physics().

◆ sfx_play_sound_at_player()

◆ sfx_play_sound_at_position()

void sfx_play_sound_at_position ( s32 soundID,
s32 flags,
f32 posX,
f32 posY,
f32 posZ )

◆ sfx_play_sound_looping()

void sfx_play_sound_looping ( s32 soundID,
u8 volume,
u8 pan,
s16 pitchShift )

◆ sfx_play_sound_with_params()

◆ sfx_register_looping_sound_at_position()

void sfx_register_looping_sound_at_position ( s32 soundID,
s32 flags,
f32 x,
f32 y,
f32 z )

◆ sfx_reset_door_sounds()

void sfx_reset_door_sounds ( void )

◆ sfx_set_reverb_mode()

◆ sfx_stop_env_sounds()

◆ sfx_stop_sound()

◆ sfx_stop_tracking_env_sound_pos()

void sfx_stop_tracking_env_sound_pos ( s32 soundID,
s32 keepPlaying )

◆ sfx_update_env_sound_params()

void sfx_update_env_sound_params ( void )

Referenced by step_game_loop().

◆ snd_adjust_sound()

void snd_adjust_sound ( s32 soundID,
u8 volume,
u8 pan )

◆ snd_adjust_sound_with_shift()

void snd_adjust_sound_with_shift ( s32 soundID,
u8 volume,
u8 pan,
s16 pitchShift )

◆ snd_ambient_disable()

AuResult snd_ambient_disable ( s32 arg0)

◆ snd_ambient_enable()

AuResult snd_ambient_enable ( s32 arg0)

◆ snd_ambient_fade_out()

AuResult snd_ambient_fade_out ( s32 arg0,
s32 arg1 )

◆ snd_ambient_is_stopped()

AuResult snd_ambient_is_stopped ( s32 arg0)

Referenced by update_ambient_sounds().

◆ snd_ambient_pause()

AuResult snd_ambient_pause ( s32 arg0,
s32 arg1 )

Referenced by bgm_push_battle_song().

◆ snd_ambient_play()

AuResult snd_ambient_play ( s32 arg0,
s32 arg1 )

◆ snd_ambient_radio_select()

AuResult snd_ambient_radio_select ( s32 arg0)

Referenced by snd_ambient_radio_setup().

◆ snd_ambient_radio_setup()

void snd_ambient_radio_setup ( s32 arg0)

◆ snd_ambient_radio_stop()

AuResult snd_ambient_radio_stop ( s32 arg0)

◆ snd_ambient_resume()

AuResult snd_ambient_resume ( s32 arg0,
s32 arg1 )

Referenced by bgm_pop_battle_song().

◆ snd_ambient_set_volume()

AuResult snd_ambient_set_volume ( s32 arg0,
s32 arg1,
s32 arg2 )

◆ snd_ambient_stop_quick()

AuResult snd_ambient_stop_quick ( s32 arg0)

◆ snd_ambient_stop_slow()

AuResult snd_ambient_stop_slow ( s32 arg0,
s32 arg1 )

◆ snd_bgm_enqueue_legacy_command()

void snd_bgm_enqueue_legacy_command ( u32 cmd)

Unused Part of an unused system for inter-thread communication with a BGM player using commands.

Use functions in bgm_control to manipualte gMusicControlData instead.

◆ snd_disable_sfx()

void snd_disable_sfx ( void )

Referenced by state_init_demo().

◆ snd_enable_sfx()

void snd_enable_sfx ( void )

Referenced by state_step_demo().

◆ snd_legacy_sound_dispatch()

void snd_legacy_sound_dispatch ( u32 id)

Unused Seems to be an early function that accepts a command to play any kind of audio asset,.

◆ snd_load_ambient()

AuResult snd_load_ambient ( s32 arg0)

Referenced by update_ambient_sounds().

◆ snd_notify_engine_ready()

void snd_notify_engine_ready ( ALHeap * heap)

Referenced by au_engine_init().

◆ snd_reset()

void snd_reset ( void )

◆ snd_set_bgm_volume()

void snd_set_bgm_volume ( VolumeLevels volume)

◆ snd_set_mono()

void snd_set_mono ( void )

◆ snd_set_sfx_reverb_type()

void snd_set_sfx_reverb_type ( s32 arg0)

Referenced by sfx_set_reverb_mode().

◆ snd_set_sfx_volume()

void snd_set_sfx_volume ( VolumeLevels volume)

◆ snd_set_stereo()

void snd_set_stereo ( void )

◆ snd_song_clear_music_events()

void snd_song_clear_music_events ( void )

◆ snd_song_flush_music_events()

void snd_song_flush_music_events ( void )

◆ snd_song_is_playing()

AuResult snd_song_is_playing ( s32 songName)

◆ snd_song_load()

AuResult snd_song_load ( s32 songID,
s32 playerIndex )

return value may be either an AuResult error code OR a valid songName

Referenced by bgm_update_music_control(), and snd_legacy_sound_dispatch().

◆ snd_song_poll_music_events()

void snd_song_poll_music_events ( u32 ** arg0,
s32 * arg1 )

◆ snd_song_push_stop()

AuResult snd_song_push_stop ( s32 songName)

◆ snd_song_request_fade_in()

AuResult snd_song_request_fade_in ( s32 songName,
s32 variation,
s32 fadeInTime,
s32 startVolume,
s32 endVolume )

Called from bgm_control to fade in a particular song + variation.

Referenced by bgm_update_music_control().

◆ snd_song_request_fade_in_default()

AuResult snd_song_request_fade_in_default ( s32 songName,
s32 fadeInTime,
s32 startVolume,
s32 endVolume )

Unused.

◆ snd_song_request_fade_out()

AuResult snd_song_request_fade_out ( s32 songName,
s32 fadeTime,
AuCallback callback )

◆ snd_song_request_pause()

AuResult snd_song_request_pause ( s32 songName)

◆ snd_song_request_play()

AuResult snd_song_request_play ( s32 songName,
s32 variation )

Called from bgm_control to start playing a particular song + variation.

Referenced by bgm_update_music_control(), and snd_legacy_sound_dispatch().

◆ snd_song_request_play_default()

AuResult snd_song_request_play_default ( s32 songName)

Unused – snd_song_request_play but always uses BGM_VARIATION_0.

◆ snd_song_request_pop()

AuResult snd_song_request_pop ( s32 songName)

◆ snd_song_request_push_fade_out()

AuResult snd_song_request_push_fade_out ( s32 songName,
s32 fadeTime )

◆ snd_song_request_snapshot()

AuResult snd_song_request_snapshot ( s32 songName)

Referenced by _bgm_set_song().

◆ snd_song_request_unpause()

AuResult snd_song_request_unpause ( s32 songName)

◆ snd_song_set_linked_mode()

AuResult snd_song_set_linked_mode ( s32 songName,
b32 mode )

Referenced by bgm_set_linked_mode().

◆ snd_song_set_playback_rate()

AuResult snd_song_set_playback_rate ( s32 songName,
f32 arg1 )

◆ snd_song_set_volume_full()

AuResult snd_song_set_volume_full ( s32 songName)

◆ snd_song_set_volume_quiet()

AuResult snd_song_set_volume_quiet ( s32 songName)

◆ snd_song_stop()

AuResult snd_song_stop ( s32 songName)

◆ snd_song_stop_all()

void snd_song_stop_all ( void )

◆ snd_song_trigger_music_event()

void snd_song_trigger_music_event ( s32 playerID,
s32 trackIndex,
s32 eventInfo )

◆ snd_start_sound()

void snd_start_sound ( s32 soundID,
u8 volume,
u8 pan )

◆ snd_start_sound_raw()

void snd_start_sound_raw ( s32 soundID,
s16 volume,
s16 pitchShift,
s32 pan )

◆ snd_start_sound_with_shift()

void snd_start_sound_with_shift ( s32 soundID,
u8 volume,
u8 pan,
s16 pitchShift )

◆ snd_stop_sound()