SMG-Decomp
A decompilation of Super Mario Galaxy 1
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SoundUtil.hpp
1#pragma once
2
3#include <revolution.h>
4
6
7namespace MR {
8
9 void startCurrentStageBGM();
10 void startBossBGM(s32);
11
12 void startStageBGM(const char *, bool);
13 void startStageBGMFromStageName(const char *, const char * , s32);
14
15 void stopStageBGM(u32);
16 void unlockStageBGM();
17
18 void moveVolumeStageBGM(f32, u32);
19 void moveVolumeStageBGMForNoteFairy(f32, u32);
20 void moveVolumeSubBGM(f32, u32);
21 void moreVolumeSubBGM(f32, u32);
22
23 void stopSubBGM(u32);
24
25 void startSound(const LiveActor *, const char *, s32, s32);
26
27 void startSystemSE(const char *, s32, s32);
28 void startSpinHitSound(const LiveActor *);
29 void startBlowHitSound(const LiveActor *);
30 void startSystemME(const char *);
31 void startSound(const LiveActor *, const char *, s32, s32);
32 void startSoundObject(AudSoundObject *, const char *);
33
34 void startLevelSound(const LiveActor *, const char *, s32, s32, s32);
35
36 void releaseSoundHandle(const LiveActor *, const char *);
37
38 void setAudioEffectType(s32, s32);
39
40 bool isPlayingStageBgm();
41 bool isPlayingStageBgmID(u32);
42 bool isPlayingStageBgmName(const char *);
43
44 void setStageBGMState(s32, u32);
45
46 void setCubeBgmChangeInvalid();
47 bool isCubeBgmChangeInvalid();
48 void clearBgmQueue();
49
50 void startAfterBossBGM();
51
52 void startCSSound(const char *, const char *, s32);
53
54 bool hasME();
55
56 void start2PAttackAssistSound();
57 void start2PJumpAssistSound();
58
59 void startDPDHitSound();
60 void startDPDFreezeLevelSound(const LiveActor *);
61
62 void moveVolumeStageBGMForNoteFairy(f32, u32);
63
64 s32 getRemixMelodyNoteNum(s32);
65
66 void startSystemLevelSE(const char *, s32, s32);
67
68 void permitTrigSE();
69};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24