Alchemy
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audio_engine_symbols.h

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1#ifndef ALCHEMY_AUDIO_ENGINE_SYMBOLS_H
2#define ALCHEMY_AUDIO_ENGINE_SYMBOLS_H
3
4/// @file
5/// The sound driver's command masks, cue controls and the routines and globals
6/// it shares with the engine.
7
8#include "types.h"
9
13};
14
15#define AUDIO_INITIAL_MODE 0x0097F800
16
26};
27
29
30void Bios_CpuSet(const void *source, void *destination, u32 control);
31
32struct SoundPlayer;
33struct LzPackWork;
34extern struct LzPackWork *gFlash_Handler3;
35extern struct SoundPlayer gMusicPlayerBgm;
37extern struct SoundPlayer gSound_Player3;
38extern u16 gMusicPlayerVolumes[8];
40
41extern u16 gMusicVolume;
44extern u16 gMusicPitch;
46extern u16 gMusicPitchStep;
49
50#endif
u8 gAudio_CommandMask
u16 gMusicPitch
void Bios_CpuSet(const void *source, void *destination, u32 control)
u8 gAudioSecondaryState
u16 gMusicPitchTarget
u16 gMusicVolume
u16 gMusicVolumeStep
struct SoundPlayer gSound_Player3
u8 gMusicRestoreDelay
@ AUDIO_COMMAND_TOGGLE
@ AUDIO_COMMAND_MASK
struct SoundPlayer gMusicPlayerFanfare
struct SoundPlayer gMusicPlayerBgm
u16 gMusicVolumeTarget
u16 gMusicPitchStep
u16 gMusicPlayerVolumes[8]
@ AUDIO_SONG_FIRST
@ AUDIO_CUE_FLAGS_MASK
@ AUDIO_CUE_ID_MASK
@ AUDIO_CUE_FADE_SLOT3
@ AUDIO_CUE_KEEP_BGM
@ AUDIO_CUE_FADE_BGM
@ AUDIO_JINGLE_FIRST
@ AUDIO_CUE_START_SILENT
u16 gFlash_Handler3
Credits scroll position in pixels, in the low half of a flash work cell.
s32 Sound_LoadPresetParameters(s32 preset)
Copies the mixer code for sound preset preset (0 to 4; anything else is 0) from ROM into IwramSoundPr...
Definition frame.c:439
The LZ packer's work: a node per window position, a chain head per byte value, the byte at each posit...
Definition lzpack.h:24
A player, which plays one song: its header and status, its tracks, its tempo and fade.
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15
unsigned short u16
Definition types.h:13
unsigned char u8
Definition types.h:11