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Digimon World 3 decomp
The European version, SLES_039.36
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Sound banks (sound/) More...
Go to the source code of this file.
Data Structures | |
| struct | SoundBank |
| One of the SOUND_SLOT_COUNT loaded sound banks: a VAB and its SEP sequences. More... | |
| struct | SoundFiles |
| A bank's files (SOUND_BANK_FILES[id]) More... | |
| struct | SoundLoader |
| Loads a bank in the background (updateSoundLoading) More... | |
| struct | SoundState |
| The sound engine (SOUND) More... | |
Macros | |
| #define | SOUND_IS_KEY_ON(id) ((u32)(id) >> 31) |
| Sound ids pack everything needed to play them: bit 31 a key-on of one VAB tone (sound effect), else a SEP sequence bit 30 exclusive (music): stops the previous exclusive sound bits 18-24 the sound bank id (see findSoundBank) key-on: program bits 11-17, tone bits 7-10, note bits 0-6 sequence: SEQ bits 8-15, track (SEP) bits 0-7. | |
| #define | SOUND_IS_EXCLUSIVE(id) (((id) >> 30) & 1) |
| #define | SOUND_BANK(id) (((id) >> 18) & 0x7F) |
| #define | SOUND_PROG(id) (((id) >> 11) & 0x7F) |
| #define | SOUND_TONE(id) (((id) >> 7) & 0xF) |
| #define | SOUND_NOTE(id) ((id) & 0x7F) |
| #define | SOUND_SEQ(id) (((id) >> 8) & 0xFF) |
| #define | SOUND_SEP(id) ((id) & 0xFF) |
| #define | SOUND_SLOT_COUNT 3 |
| The banks loaded at once: slot 0 keeps bank 1 (system sounds), 1 and 2 alternate. | |
| #define | SOUND_SEP_COUNT 16 |
| The tracks (SEPs) of each SEQ. | |
| #define | SOUND_VOLUME_MAX 0x7F |
| The loudest volume of a voice or track. | |
| #define | SOUND_SELECT 0x8004503C |
| Sounds the overlays share, with SOUNDTST's names. | |
| #define | SOUND_MENU_CANCEL 0x800450BD |
| SYSTEM01. | |
| #define | SOUND_CURSOR 0x8004513E |
| SYSTEM02: a cursor moves. | |
| #define | SOUND_MENU_OPEN 0x40019 |
| SYSTEM03. | |
| #define | SOUND_MENU_CLOSE 0x4001A |
| SYSTEM04. | |
| #define | SOUND_MENU_MOVE 0x4001B |
| SYSTEM06. | |
| #define | SOUND_MENU_CONFIRM 0x4001C |
| SYSTEM07. | |
| #define | SOUND_COUNT 0x800452C6 |
| SYSTEM10: a number counts up or down. | |
| #define | SOUND_RECOVERY 0x40014 |
| RECOVERY. | |
| #define | SOUND_TELEPORT 0x4001D |
| TELEPORT. | |
| #define | SOUND_WIN_JINGLE 0x6004001E |
| W_JINGLE: a battle won. | |
| #define | SOUND_INN_JINGLE 0x4004000D |
| JINGLE04: a night at the inn. | |
| #define | SOUND_SWITCH01 0x8004103C |
| #define | SOUND_SWITCH02 0x800410BD |
| #define | SOUND_SWITCH03 0x8004113E |
| #define | SOUND_COMCD103 0x800429BF |
| #define | SOUND_COMCD115 0xA0042FCB |
| held until SOUND.keyOff | |
| #define | SOUND_COMEX113 0x800446C9 |
| #define | SOUND_PLAYER11 0xA0045EC9 |
| held until SOUND.keyOff | |
| #define | SOUND_SYSTEM05 0x80045341 |
| #define | SOUND_GONDRA_S 0x340004 |
| #define | SOUND_SE000002 0xA40006 |
| #define | SOUND_ELEVATER 0x1080001 |
| #define | SOUND_CARD_001 0x800460BD |
| #define | MUSIC(bank, n) (0x60000000 | (bank) << 18 | (n)) |
| A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence of a sound bank, exclusive (bit 30) and with bit 29, which playSound doesn't read but every one of SOUNDTST's tunes has, and its loops (BT_LOOP0, EX_AT_LP), not its jingles. | |
| #define | MUSIC_CONFUSION MUSIC(1, 0) |
| The music by where the game plays it (FieldState.music, AreaBattle.music, the screens'), each with SOUNDTST's name for it. | |
| #define | MUSIC_GAME_OVER MUSIC(1, 8) |
| GAMEOVER: a battle lost (WFIGHTMN endBattleOnKnockOut) | |
| #define | MUSIC_BATTLE MUSIC(2, 0) |
| BATL0000: the maps' random battles (AreaBattle, nearly all of them) | |
| #define | MUSIC_BATTLE_1 MUSIC(3, 0) |
| BATL1000: the Digimon Arena's battles and some event battles (AreaBattle) | |
| #define | MUSIC_ASUKA_CITY MUSIC(4, 0) |
| ASKA_BGM: the Central Sector's streets and bridges, the Underground Path. | |
| #define | MUSIC_ADMIN_CENTER MUSIC(5, 0) |
| KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room. | |
| #define | MUSIC_SEWERS MUSIC(6, 0) |
| BGM_0003: the Admin Center's basement and the cities' sewers. | |
| #define | MUSIC_SHOP_1 MUSIC(7, 0) |
| SHOP1BGM: the inns, shops and towers. | |
| #define | MUSIC_SHOP_2 MUSIC(8, 0) |
| SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado. | |
| #define | MUSIC_FIELD MUSIC(9, 0) |
| FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape. | |
| #define | MUSIC_DUEL_ISLAND MUSIC(0xA, 0) |
| BGM_0008: Duel Island. | |
| #define | MUSIC_PROTOCOL_RUINS MUSIC(0xB, 0) |
| PYRA_BGM: the Protocol Ruins. | |
| #define | MUSIC_SEIRYU_CITY MUSIC(0xC, 0) |
| SEIR_BGM: Seiryu City. | |
| #define | MUSIC_MAGASTA MUSIC(0xD, 0) |
| BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola. | |
| #define | MUSIC_STATION MUSIC(0xE, 0) |
| BGM_0012: the East and South Stations. | |
| #define | MUSIC_SHAMAN_HOUSE MUSIC(0xF, 0) |
| BGM_0013: the Shaman House. | |
| #define | MUSIC_RELIABILITY_SPOT MUSIC(0x10, 0) |
| BGM_0014: the Reliability Spot. | |
| #define | MUSIC_JUNGLE_SHRINE MUSIC(0x11, 0) |
| BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb. | |
| #define | MUSIC_SUZAKU_CITY MUSIC(0x12, 0) |
| BGM_0016: Suzaku City and its Hall. | |
| #define | MUSIC_BUG_MAZE MUSIC(0x13, 0) |
| BGM_0017: the Bug Maze (Network Break) | |
| #define | MUSIC_BADLAND MUSIC(0x14, 0) |
| BGM_0018: the Badlands. | |
| #define | MUSIC_SECRET_ROOM MUSIC(0x15, 0) |
| BGM_0019: the Secret Room, the rebels' hideout. | |
| #define | MUSIC_MIRAGE_HALL MUSIC(0x16, 0) |
| BGM_0020: the Mirage Hall and Mirage Room. | |
| #define | MUSIC_BYAKKO_CITY MUSIC(0x17, 0) |
| BGM_0021: Byakko City and the Bai Hu Dome. | |
| #define | MUSIC_LEGENDARY_GYM MUSIC(0x18, 0) |
| BGM_0022: the Legendary Gym. | |
| #define | MUSIC_DUNGEON MUSIC(0x19, 0) |
| BGM_0023: the Ice, Fire and Dark Dungeons. | |
| #define | MUSIC_GENBU_CITY MUSIC(0x1A, 0) |
| BGM_0024: Genbu City. | |
| #define | MUSIC_ONLINE_CENTER MUSIC(0x1B, 0) |
| ON_CNBGM: MAGAMI's Online Center. | |
| #define | MUSIC_GUNSLINGER MUSIC(0x1C, 0) |
| BGM_0026: the Gunslinger (the Spy Satellite) | |
| #define | MUSIC_SEABED MUSIC(0x1D, 0) |
| BGM_0027: the Seabed tunnels. | |
| #define | MUSIC_CIRCUIT_BOARD MUSIC(0x1E, 0) |
| BGM_0028: the Circuit Board tunnels. | |
| #define | MUSIC_CITY_CRISIS MUSIC(0x1F, 0) |
| BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon) | |
| #define | MUSIC_MEMORY_CARD MUSIC(0x20, 0) |
| BGM_0030: the memory card screen and the player's name entry. | |
| #define | MUSIC_TRAINING MUSIC(0x21, 2) |
| TRAINING: the gym's training. | |
| #define | MUSIC_BOSS MUSIC(0x22, 0) |
| BOSS_000: the sectors' boss battles. | |
| #define | MUSIC_BOSS_1 MUSIC(0x23, 0) |
| BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles. | |
| #define | MUSIC_LAST_BOSS MUSIC(0x24, 0) |
| LASTBOSS: Lord Megadeath's battle (WSTAG820) | |
| #define | MUSIC_LAST_BOSS_1 MUSIC(0x25, 0) |
| LASTB_01: the extra chapter's last battle (WSTAG927, the Digimon Arena) | |
| #define | MUSIC_LAST_BOSS_2 MUSIC(0x26, 0) |
| LASTB_02: Lord Megadeath's second form (WSTAG820, fighter 0x1D3's entrance) | |
| #define | MUSIC_CARD_BATTLE MUSIC(0x27, 4) |
| CBTLMAIN: the card battles. | |
| #define | MUSIC_STREET_CORNER MUSIC(0x29, 0) |
| BGM00000: the Street Corner (Kusanagi City) | |
| #define | MUSIC_STREET_CORNER_1 MUSIC(0x29, 1) |
| BGM00001: the Street Corner at STORY_JUNGLE_SOUND. | |
| #define | MUSIC_STREET_CORNER_2 MUSIC(0x29, 2) |
| BGM00002: the Street Corner at STORY_REAL_WORLD. | |
| #define | MUSIC_STREET_CORNER_3 MUSIC(0x29, 3) |
| BGM00003: the Street Corner at STORY_ASUKA_HEADQUARTERS. | |
| #define | MUSIC_AOA_HEADQUARTERS MUSIC(0x2A, 0) |
| ENV_0002: the A.o.A Headquarters. | |
| #define | MUSIC_CONTROL_ROOM MUSIC(0x2B, 0) |
| ENV_0003: the cities' Control Room. | |
| #define | MUSIC_WATER_TUNNEL MUSIC(0x2C, 0) |
| ENV_0004: the Water Tunnel. | |
| #define | MUSIC_WIRE_FOREST MUSIC(0x2D, 0) |
| ENV05_00: the Wire Forests and the Kicking Forest. | |
| #define | MUSIC_WIND_PRAIRIE MUSIC(0x2E, 0) |
| ENV_0006: the Wind Prairie. | |
| #define | MUSIC_TYRANNO_VALLEY MUSIC(0x2F, 0) |
| ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate. | |
| #define | MUSIC_GALE_TOWER MUSIC(0x30, 0) |
| ENV_0008: the Gale Tower. | |
| #define | MUSIC_FOREST_INN_BF MUSIC(0x31, 0) |
| ENV_0009: the Forest Inn's basement. | |
| #define | MUSIC_PROTOCOL_FOREST MUSIC(0x32, 0) |
| ENV10_00: the Protocol Forest. | |
| #define | MUSIC_DIGIMON_LAB MUSIC(0x33, 0) |
| ENV_0011: Asuka's Digimon Lab and Login Room. | |
| #define | MUSIC_SWAMP MUSIC(0x34, 0) |
| ENV_0012: the South Sector's swamps and Bulk Bridge. | |
| #define | MUSIC_ETHER_JUNGLE MUSIC(0x35, 0) |
| ENV_0013: the Ether Jungle. | |
| #define | MUSIC_COAST MUSIC(0x36, 0) |
| ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape. | |
| #define | MUSIC_UG_LAKE MUSIC(0x37, 0) |
| ENV_0015: the UG Lake. | |
| #define | MUSIC_DESERT MUSIC(0x38, 0) |
| ENV_0016: the West Sector's deserts and the Mirage Tower. | |
| #define | MUSIC_DUM_DUM_FACTORY MUSIC(0x39, 0) |
| ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room. | |
| #define | MUSIC_WEST_SEWERS MUSIC(0x3A, 0) |
| ENV_0018: the West Sector's Sewers and Secret Stairs. | |
| #define | MUSIC_STORAGE_ROOM MUSIC(0x3B, 0) |
| ENV_0019: Byakko City's Storage Room. | |
| #define | MUSIC_UNDERGROUND_CAVE MUSIC(0x3C, 0) |
| ENV_0020: the Underground Cave. | |
| #define | MUSIC_BOOT_MOUNTAIN MUSIC(0x3D, 0) |
| ENV_0021: Boot Mountain, and the Byakko Dome. | |
| #define | MUSIC_FREEZE_MOUNTAIN MUSIC(0x3E, 0) |
| ENV_0022: Freeze Mountain and the Lake of Ice. | |
| #define | MUSIC_KULON_PIT MUSIC(0x3F, 0) |
| ENV_0023: the Kulon Pit. | |
| #define | MUSIC_CHAMBER_ROOM MUSIC(0x40, 1) |
| ENV_0024: the Chamber Rooms. | |
| #define | MUSIC_PELCHE_OASIS MUSIC(0x41, 0) |
| ENV_0025: the Pelche Oasis. | |
| #define | MUSIC_EAUCTION MUSIC(0x42, 0) |
| EAUCTION: the Cargo Tower at some points of the story (FIELDSTG_setupField) | |
| #define | MUSIC_CARGO_TOWER MUSIC(0x42, 2) |
| ENV_0204: the Cargo Tower. | |
| #define | MUSIC_MAIN_LOBBY_DEMO MUSIC(0x43, 3) |
| ENV_0205: the story events' copy of Asuka's Main Lobby (WSTAG212) | |
| #define | MUSIC_SATELLITE_CONTROL_ROOM MUSIC(0x44, 1) |
| ENV_0206: the Spy Satellite's Control Room. | |
| #define | MUSIC_BANK(music) ((music) >> 18 & 0x7F) |
| The sound bank of a music, which a stage loads for it (FieldState.soundBank) | |
Enumerations | |
| enum | SoundLoadState { SOUND_LOAD_IDLE , SOUND_LOAD_HEAD , SOUND_LOAD_BODY , SOUND_LOAD_TRANSFER } |
| SoundLoader.state: waiting for the header file, the body file, then the SPU. More... | |
Functions | |
| s32 | findSoundBank (s32 id) |
The slot (0-2) that holds bank id, or -1. | |
| short | playSound (s32 packed) |
| Plays a packed sound id (see engine/sound.h); returns the voice of a key-on. | |
| void | stopAllSounds (void) |
| Stops every track of the loaded banks and every voice. | |
| void | stopSound (s32 packed) |
| Stops a sequence sound (key-on sounds are left alone) | |
| void | fadeOutSound (s32 packed) |
| Fades a sequence sound out over a second (key-on sounds are left alone) | |
| s32 | isSoundLoading (void) |
| Whether a bank is still being loaded. | |
| void | loadSoundBankInto (s32 index, s32 id) |
Closes what slot slot holds and starts loading bank id into it. | |
| void | loadSoundBank (s32 id) |
| Loads a bank into slot 1 or 2, whichever was not used last. | |
| void | updateSoundLoading (void) |
| Header: copied to the slot's buffer, then the body goes to the SPU. | |
| short | soundKeyOn (s32 slot, short prog, short note) |
Plays one note of a program from the bank in slot slot; returns the voice. | |
| void | soundKeyOff (s32 packed, s16 voice) |
| Releases the voice that a key-on sound id started. | |
| void | initSound (void) |
| Starts libsnd, gives each slot its buffers and loads the system sounds (bank 1) into slot 0. | |
Variables | |
| SoundState | SOUND |
| rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall in seqTable | |
| SoundFiles * | SOUND_BANK_FILES [] |
| The banks by id: bits 18-24 of a sound id. | |
| s32 | SOUND_SPU_ADDRS [] |
| void * | SOUND_HEAD_BUFFERS [] |
| Each slot's buffer, and its SPU address. | |
Sound banks (sound/)
Definition in file sound.h.
| #define SOUND_IS_KEY_ON | ( | id | ) | ((u32)(id) >> 31) |
Sound ids pack everything needed to play them: bit 31 a key-on of one VAB tone (sound effect), else a SEP sequence bit 30 exclusive (music): stops the previous exclusive sound bits 18-24 the sound bank id (see findSoundBank) key-on: program bits 11-17, tone bits 7-10, note bits 0-6 sequence: SEQ bits 8-15, track (SEP) bits 0-7.
| #define SOUND_SLOT_COUNT 3 |
| #define SOUND_VOLUME_MAX 0x7F |
| #define SOUND_SELECT 0x8004503C |
| #define SOUND_COUNT 0x800452C6 |
| #define SOUND_INN_JINGLE 0x4004000D |
| #define MUSIC | ( | bank, | |
| n | |||
| ) | (0x60000000 | (bank) << 18 | (n)) |
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence of a sound bank, exclusive (bit 30) and with bit 29, which playSound doesn't read but every one of SOUNDTST's tunes has, and its loops (BT_LOOP0, EX_AT_LP), not its jingles.
A stage's music is of the bank it loads (FieldState.soundBank, MUSIC_BANK).
| #define MUSIC_CONFUSION MUSIC(1, 0) |
The music by where the game plays it (FieldState.music, AreaBattle.music, the screens'), each with SOUNDTST's name for it.
COM_CNFS: in a battle while a partner is confused (WFIGHTMN switchConfusionMusic)
| #define MUSIC_GAME_OVER MUSIC(1, 8) |
| #define MUSIC_BATTLE MUSIC(2, 0) |
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
| #define MUSIC_BATTLE_1 MUSIC(3, 0) |
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
| #define MUSIC_ASUKA_CITY MUSIC(4, 0) |
| #define MUSIC_ADMIN_CENTER MUSIC(5, 0) |
| #define MUSIC_SEWERS MUSIC(6, 0) |
| #define MUSIC_SHOP_1 MUSIC(7, 0) |
| #define MUSIC_SHOP_2 MUSIC(8, 0) |
| #define MUSIC_FIELD MUSIC(9, 0) |
| #define MUSIC_DUEL_ISLAND MUSIC(0xA, 0) |
| #define MUSIC_PROTOCOL_RUINS MUSIC(0xB, 0) |
| #define MUSIC_SEIRYU_CITY MUSIC(0xC, 0) |
| #define MUSIC_MAGASTA MUSIC(0xD, 0) |
| #define MUSIC_STATION MUSIC(0xE, 0) |
| #define MUSIC_SHAMAN_HOUSE MUSIC(0xF, 0) |
| #define MUSIC_RELIABILITY_SPOT MUSIC(0x10, 0) |
| #define MUSIC_JUNGLE_SHRINE MUSIC(0x11, 0) |
| #define MUSIC_SUZAKU_CITY MUSIC(0x12, 0) |
| #define MUSIC_BUG_MAZE MUSIC(0x13, 0) |
| #define MUSIC_SECRET_ROOM MUSIC(0x15, 0) |
| #define MUSIC_MIRAGE_HALL MUSIC(0x16, 0) |
| #define MUSIC_BYAKKO_CITY MUSIC(0x17, 0) |
| #define MUSIC_LEGENDARY_GYM MUSIC(0x18, 0) |
| #define MUSIC_DUNGEON MUSIC(0x19, 0) |
| #define MUSIC_GENBU_CITY MUSIC(0x1A, 0) |
| #define MUSIC_ONLINE_CENTER MUSIC(0x1B, 0) |
| #define MUSIC_GUNSLINGER MUSIC(0x1C, 0) |
| #define MUSIC_SEABED MUSIC(0x1D, 0) |
| #define MUSIC_CIRCUIT_BOARD MUSIC(0x1E, 0) |
| #define MUSIC_CITY_CRISIS MUSIC(0x1F, 0) |
| #define MUSIC_MEMORY_CARD MUSIC(0x20, 0) |
| #define MUSIC_TRAINING MUSIC(0x21, 2) |
| #define MUSIC_BOSS MUSIC(0x22, 0) |
| #define MUSIC_BOSS_1 MUSIC(0x23, 0) |
| #define MUSIC_LAST_BOSS MUSIC(0x24, 0) |
| #define MUSIC_LAST_BOSS_1 MUSIC(0x25, 0) |
| #define MUSIC_LAST_BOSS_2 MUSIC(0x26, 0) |
| #define MUSIC_CARD_BATTLE MUSIC(0x27, 4) |
| #define MUSIC_STREET_CORNER MUSIC(0x29, 0) |
| #define MUSIC_STREET_CORNER_1 MUSIC(0x29, 1) |
| #define MUSIC_STREET_CORNER_2 MUSIC(0x29, 2) |
| #define MUSIC_STREET_CORNER_3 MUSIC(0x29, 3) |
| #define MUSIC_AOA_HEADQUARTERS MUSIC(0x2A, 0) |
| #define MUSIC_CONTROL_ROOM MUSIC(0x2B, 0) |
| #define MUSIC_WATER_TUNNEL MUSIC(0x2C, 0) |
| #define MUSIC_WIRE_FOREST MUSIC(0x2D, 0) |
| #define MUSIC_WIND_PRAIRIE MUSIC(0x2E, 0) |
| #define MUSIC_TYRANNO_VALLEY MUSIC(0x2F, 0) |
| #define MUSIC_GALE_TOWER MUSIC(0x30, 0) |
| #define MUSIC_FOREST_INN_BF MUSIC(0x31, 0) |
| #define MUSIC_PROTOCOL_FOREST MUSIC(0x32, 0) |
| #define MUSIC_DIGIMON_LAB MUSIC(0x33, 0) |
| #define MUSIC_SWAMP MUSIC(0x34, 0) |
| #define MUSIC_ETHER_JUNGLE MUSIC(0x35, 0) |
| #define MUSIC_COAST MUSIC(0x36, 0) |
| #define MUSIC_DESERT MUSIC(0x38, 0) |
| #define MUSIC_DUM_DUM_FACTORY MUSIC(0x39, 0) |
| #define MUSIC_WEST_SEWERS MUSIC(0x3A, 0) |
| #define MUSIC_STORAGE_ROOM MUSIC(0x3B, 0) |
| #define MUSIC_UNDERGROUND_CAVE MUSIC(0x3C, 0) |
| #define MUSIC_BOOT_MOUNTAIN MUSIC(0x3D, 0) |
| #define MUSIC_FREEZE_MOUNTAIN MUSIC(0x3E, 0) |
| #define MUSIC_KULON_PIT MUSIC(0x3F, 0) |
| #define MUSIC_CHAMBER_ROOM MUSIC(0x40, 1) |
| #define MUSIC_PELCHE_OASIS MUSIC(0x41, 0) |
| #define MUSIC_EAUCTION MUSIC(0x42, 0) |
| #define MUSIC_CARGO_TOWER MUSIC(0x42, 2) |
| #define MUSIC_MAIN_LOBBY_DEMO MUSIC(0x43, 3) |
| #define MUSIC_SATELLITE_CONTROL_ROOM MUSIC(0x44, 1) |
| #define MUSIC_BANK | ( | music | ) | ((music) >> 18 & 0x7F) |
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
| enum SoundLoadState |
SoundLoader.state: waiting for the header file, the body file, then the SPU.
| Enumerator | |
|---|---|
| SOUND_LOAD_IDLE | |
| SOUND_LOAD_HEAD | |
| SOUND_LOAD_BODY | |
| SOUND_LOAD_TRANSFER | |
The slot (0-2) that holds bank id, or -1.
Definition at line 200 of file sound.c.
Referenced by fadeOutSound(), playSound(), soundKeyOff(), and stopSound().
| short playSound | ( | s32 | packed | ) |
Plays a packed sound id (see engine/sound.h); returns the voice of a key-on.
Definition at line 212 of file sound.c.
| void stopAllSounds | ( | void | ) |
| void stopSound | ( | s32 | packed | ) |
| void fadeOutSound | ( | s32 | packed | ) |
| s32 isSoundLoading | ( | void | ) |
Whether a bank is still being loaded.
Definition at line 309 of file sound.c.
Referenced by initSound().
Closes what slot slot holds and starts loading bank id into it.
Definition at line 314 of file sound.c.
Referenced by initSound(), and loadSoundBank().
| void loadSoundBank | ( | s32 | id | ) |
| void updateSoundLoading | ( | void | ) |
Header: copied to the slot's buffer, then the body goes to the SPU.
Definition at line 351 of file sound.c.
Referenced by initSound().
| short soundKeyOn | ( | s32 | slot, |
| short | prog, | ||
| short | note | ||
| ) |
| void initSound | ( | void | ) |
|
extern |
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall in seqTable
Definition at line 180 of file sound.c.
Referenced by addNewDigimon(), answerQuitQuestion(), applyEntranceExtras(), browseOpponentRow(), browseOwnRow(), browsePlayedRow(), CARDGAME_chooseCard(), CARDGAME_chooseDeck(), CARDGAME_closeMenuWindow(), CARDGAME_closeMessage(), CARDGAME_closeWindow(), CARDGAME_confirmMenuWindow(), CARDGAME_confirmMessage(), CARDGAME_countSlotValues(), CARDGAME_createBattle(), CARDGAME_drawFirstPlayer(), CARDGAME_flySprite(), CARDGAME_moveHandHighlight(), CARDGAME_movePileSelection(), CARDGAME_moveSelection(), CARDGAME_moveSprite(), CARDGAME_moveTableHighlight(), CARDGAME_openMenuWindow(), CARDGAME_openMessage(), CARDGAME_openWindow(), CARDGAME_pickTableCard(), CARDGAME_readChooseInput(), CARDGAME_readCountInput(), CARDGAME_showPlayedCard(), CARDGAME_startSlotEffects(), CARDGAME_startSpriteBlink(), CARDGAME_startSpriteFlip(), CARDGAME_startSpriteJitter(), CARDGAME_startSpriteMove(), CARDGAME_startSpriteRecovery(), CARDGAME_startSpriteShake(), CARDGAME_stepColorValue(), CARDGAME_stepPileChoice(), CARDGAME_stepPreviousCardChoice(), CARDGAME_stepRoundEnd(), CARDGAME_stepTally(), CARDGAME_stepTargetSlots(), CARDGAME_stepTotals(), CARDGAME_switchCoinCard(), CARDGAME_updateBattle(), checkBattleWinner(), chooseFieldMenuOption(), chooseInnAnswer(), closeDeckWindow(), closeMessage(), CNTY_SEL_start(), CNTY_SEL_tickMenu(), CNTY_SEL_tickScreen(), confirmSwitchIn(), countRoundWin(), createCommand838(), createCommand852(), createCommand853(), createMessageBoxFrame(), endBattleOnKnockOut(), fadeOutSound(), FIELDSTG_playBattleTransition(), FIELDSTG_playClimbSounds(), FIELDSTG_playCutsceneAnim(), FIELDSTG_playStepSounds(), FIELDSTG_runChoice(), FIELDSTG_runGauge(), FIELDSTG_runLaunch(), FIELDSTG_scrollCamera(), FIELDSTG_updateActor(), FIELDSTG_updateActorIcon(), FIELDSTG_updateBalloon(), FIELDSTG_updateCamera(), FIELDSTG_updateField(), FIELDSTG_updateLift(), FIELDSTG_updateSpotEffect(), FIGHTSTG_playBattleSound(), FIGHTSTG_stepConfusedMessage(), FIGHTSTG_stepMessage(), FIGHTSTG_updateBattleScript(), FIGHTSTG_updateBattleSound(), FIGHTSTG_updateCommandMenu(), FIGHTSTG_updateConfusedMenu(), FIGHTSTG_updateCursor(), FIGHTSTG_updateDigimonChange(), FIGHTSTG_updateDigivolveMenu(), FIGHTSTG_updateEntrance(), FIGHTSTG_updateHitEffect(), FIGHTSTG_updateItemMenu(), FIGHTSTG_updateStage(), FIGHTSTG_updateSwitchInMenu(), FIGHTSTG_updateSwitchMenu(), FIGHTSTG_updateTechMenu(), findSoundBank(), flyOrFloat(), handleCommand801(), handleCommand810(), handleCommand811(), handleCommand814(), handleCommand840(), handleCommand848(), handleCommand850(), handleCommand851(), initSound(), innStartPanel(), isSoundLoading(), loadEntranceExtras(), loadSoundBank(), loadSoundBankInto(), main(), moveDeckMarker(), moveMenuCursor(), moveSelection(), openDeckWindow(), pickBattleDigivolve(), pickInOpponentRow(), pickInOwnRow(), pickMember(), pickMenuOption(), pickPartner(), pickRecipeId(), pickSlotOption(), playCommandSound(), playComputerTurn(), playHeldSound(), playPlayerTurn(), playSound(), putPickedEntry(), raisePartnerLevel(), readConfirmInput(), readListMenuMessage(), readYesNoInput(), returnToBattle(), runDrop(), runGauge(), runOptions(), runPressStart(), runRecipeRow(), runSlide(), runStopSlide(), runTalk(), runUsed(), setUpBattle(), setUpPickState(), showChosenCards(), showDigimonLevelUp(), showFieldMenuOptions(), showNewTechPage(), soundKeyOff(), soundKeyOn(), SOUNDTST_loadBank(), SOUNDTST_playSounds(), startChooseState(), startDealState(), startEvent8000(), startEvent8001(), startEvent8002(), startFade(), startPanel(), startTween(), STCRDABM_browseAlbum(), STCRDABM_moveAlbumCursor(), STCRDABM_turnAlbumPage(), STCRDABM_updateGrid(), STCRDDEK_chooseDeck(), STCRDDEK_chooseDeckOption(), STCRDDEK_chooseListCard(), STCRDDEK_moveDeckCursor(), STCRDDEK_stepEditor(), STCRDSHP_chooseBuyCard(), STCRDSHP_chooseOption(), STCRDSHP_choosePack(), STCRDSHP_choosePackCard(), STCRDSHP_confirmBuyCard(), STCRDSHP_runBuy(), STCRDSHP_runShop(), STCRDSHP_turnBuyPage(), STCRDSHP_updateGrid(), STDGNAME_runMenu(), STDWTITL_startTitleLoaderTask(), STDWTITL_stepTitle(), STDWTITL_tickMovie(), STDWTITL_tickSplash(), STDWTITL_tickTitle(), STDWTITL_tickTitleLoader(), STFGTREP_runPartner(), STGDGLAB_answerMark(), STGDGLAB_pickSkill(), STGDGLAB_runEntryList(), STGDGLAB_runSlotScreen(), STGDGLAB_updateEntryPanel(), STGDGLAB_updateSkillPanel(), STGMCARD_answerError(), STGMCARD_cancelOverwrite(), STGMCARD_confirmMessage(), STGMCARD_createScreen(), STGMCARD_moveChoiceCursor(), STGMCARD_pickPort(), STGMCARD_pickSlot(), STGMCARD_runSaves(), STGMCARD_updateMenu(), STGMCARD_updateScreen(), STGMCARD_waitLoadedMessage(), STGTRAIN_answerToTrain(), STGTRAIN_askBonusTry(), STGTRAIN_closeNotice(), STGTRAIN_pickIntensity(), STGTRAIN_pickPartner(), STGTRAIN_pickTraining(), STGTRAIN_runTraining(), STGTRAIN_showGains(), STGTRAIN_startBonusTry(), STGTRAIN_takeBonusTry(), STGTRAIN_takeTry(), STGTRAIN_updateScreen(), STITSHOP_chooseBuyQuantity(), STITSHOP_chooseEquipPartner(), STITSHOP_chooseSellQuantity(), STITSHOP_chooseSellType(), STITSHOP_confirmBuy(), STITSHOP_confirmEquip(), STITSHOP_confirmSell(), STITSHOP_pickBuyItem(), STITSHOP_runBuy(), STITSHOP_runSell(), STITSHOP_runShop(), STITSHOP_turnInfoPage(), STITSHOP_updateItemList(), stopAllSounds(), stopFlightSound(), stopHeldSound(), stopSound(), STPLNMET_runChoice(), STPLNMET_runConfirm(), STPLNMET_updateScreen(), STSTATUS_answerDigivolveQuestion(), STSTATUS_chooseCardOption(), STSTATUS_chooseDemoOption(), STSTATUS_chooseDigivolveSlot(), STSTATUS_chooseEquipItem(), STSTATUS_chooseEquipSlot(), STSTATUS_chooseFirstToSwap(), STSTATUS_chooseItemList(), STSTATUS_chooseItemMember(), STSTATUS_chooseSecondToSwap(), STSTATUS_chooseStatusMember(), STSTATUS_chooseTech(), STSTATUS_chooseTechMember(), STSTATUS_chooseTechTarget(), STSTATUS_closeNoFieldTechs(), STSTATUS_closeShortMp(), STSTATUS_closeTechUsed(), STSTATUS_confirmItemUsed(), STSTATUS_moveItemListCursor(), STSTATUS_runDigivolvePanel(), STSTATUS_runItemList(), STSTATUS_runMapScreen(), STSTATUS_runStatusChoice(), STSTATUS_showMapArea(), STSTATUS_startLerp(), STSTATUS_unlockItemOptions(), STSTATUS_useItem(), STSTATUS_useTech(), STSTATUS_waitBattleMessage(), STSTATUS_waitPartnerTech(), switchConfusionMusic(), turnMessagePage(), updateDarkness(), updateEvent1510(), updateEvent1512(), updateEvent1514(), updateEvent1516(), updateEvent1518(), updateEvent1520(), updateEvent1602(), updateEvent1604(), updateEvent1616(), updateEvent1618(), updateEvent9(), updateEvent9015(), updateFaller(), updateFieldMenu(), updateFloater(), updateFrameTask(), updateGlow(), updateInnMenu(), updateKeyboard(), updateListMenu(), updateMenu(), updateMessageBox(), updateMover(), updateScroller(), updateSoundLoading(), updateSoundTile(), updateTalkBox(), updateTextWindow(), updateTileEffect(), updateTileGroup(), updateTileLift(), updateTileSeqs8(), updateTileSwitch(), updateTileTask(), updateTimer(), warpAway(), and WFIGHTMN_updateMenu().
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The banks by id: bits 18-24 of a sound id.
Definition at line 153 of file sound.c.
Referenced by loadSoundBankInto().
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Definition at line 176 of file sound.c.
Referenced by initSound().
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Each slot's buffer, and its SPU address.
Definition at line 175 of file sound.c.
Referenced by initSound().