Digimon World 3 decomp
The European version, SLES_039.36
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sound.h File Reference

Sound banks (sound/) More...

#include "common.h"
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>
Include dependency graph for sound.h:
This graph shows which files directly or indirectly include this file:

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.
 

Detailed Description

Sound banks (sound/)

Definition in file sound.h.

Macro Definition Documentation

◆ SOUND_IS_KEY_ON

#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.

Definition at line 19 of file sound.h.

◆ SOUND_IS_EXCLUSIVE

#define SOUND_IS_EXCLUSIVE (   id)    (((id) >> 30) & 1)

Definition at line 20 of file sound.h.

◆ SOUND_BANK

#define SOUND_BANK (   id)    (((id) >> 18) & 0x7F)

Definition at line 21 of file sound.h.

◆ SOUND_PROG

#define SOUND_PROG (   id)    (((id) >> 11) & 0x7F)

Definition at line 22 of file sound.h.

◆ SOUND_TONE

#define SOUND_TONE (   id)    (((id) >> 7) & 0xF)

Definition at line 23 of file sound.h.

◆ SOUND_NOTE

#define SOUND_NOTE (   id)    ((id) & 0x7F)

Definition at line 24 of file sound.h.

◆ SOUND_SEQ

#define SOUND_SEQ (   id)    (((id) >> 8) & 0xFF)

Definition at line 25 of file sound.h.

◆ SOUND_SEP

#define SOUND_SEP (   id)    ((id) & 0xFF)

Definition at line 26 of file sound.h.

◆ SOUND_SLOT_COUNT

#define SOUND_SLOT_COUNT   3

The banks loaded at once: slot 0 keeps bank 1 (system sounds), 1 and 2 alternate.

Definition at line 29 of file sound.h.

◆ SOUND_SEP_COUNT

#define SOUND_SEP_COUNT   16

The tracks (SEPs) of each SEQ.

Definition at line 32 of file sound.h.

◆ SOUND_VOLUME_MAX

#define SOUND_VOLUME_MAX   0x7F

The loudest volume of a voice or track.

Definition at line 35 of file sound.h.

◆ SOUND_SELECT

#define SOUND_SELECT   0x8004503C

Sounds the overlays share, with SOUNDTST's names.

SYSTEM00: a choice is taken

Definition at line 38 of file sound.h.

◆ SOUND_MENU_CANCEL

#define SOUND_MENU_CANCEL   0x800450BD

SYSTEM01.

Definition at line 39 of file sound.h.

◆ SOUND_CURSOR

#define SOUND_CURSOR   0x8004513E

SYSTEM02: a cursor moves.

Definition at line 40 of file sound.h.

◆ SOUND_MENU_OPEN

#define SOUND_MENU_OPEN   0x40019

SYSTEM03.

Definition at line 41 of file sound.h.

◆ SOUND_MENU_CLOSE

#define SOUND_MENU_CLOSE   0x4001A

SYSTEM04.

Definition at line 42 of file sound.h.

◆ SOUND_MENU_MOVE

#define SOUND_MENU_MOVE   0x4001B

SYSTEM06.

Definition at line 43 of file sound.h.

◆ SOUND_MENU_CONFIRM

#define SOUND_MENU_CONFIRM   0x4001C

SYSTEM07.

Definition at line 44 of file sound.h.

◆ SOUND_COUNT

#define SOUND_COUNT   0x800452C6

SYSTEM10: a number counts up or down.

Definition at line 45 of file sound.h.

◆ SOUND_RECOVERY

#define SOUND_RECOVERY   0x40014

RECOVERY.

Definition at line 46 of file sound.h.

◆ SOUND_TELEPORT

#define SOUND_TELEPORT   0x4001D

TELEPORT.

Definition at line 47 of file sound.h.

◆ SOUND_WIN_JINGLE

#define SOUND_WIN_JINGLE   0x6004001E

W_JINGLE: a battle won.

Definition at line 48 of file sound.h.

◆ SOUND_INN_JINGLE

#define SOUND_INN_JINGLE   0x4004000D

JINGLE04: a night at the inn.

Definition at line 49 of file sound.h.

◆ SOUND_SWITCH01

#define SOUND_SWITCH01   0x8004103C

Definition at line 50 of file sound.h.

◆ SOUND_SWITCH02

#define SOUND_SWITCH02   0x800410BD

Definition at line 51 of file sound.h.

◆ SOUND_SWITCH03

#define SOUND_SWITCH03   0x8004113E

Definition at line 52 of file sound.h.

◆ SOUND_COMCD103

#define SOUND_COMCD103   0x800429BF

Definition at line 53 of file sound.h.

◆ SOUND_COMCD115

#define SOUND_COMCD115   0xA0042FCB

held until SOUND.keyOff

Definition at line 54 of file sound.h.

◆ SOUND_COMEX113

#define SOUND_COMEX113   0x800446C9

Definition at line 55 of file sound.h.

◆ SOUND_PLAYER11

#define SOUND_PLAYER11   0xA0045EC9

held until SOUND.keyOff

Definition at line 56 of file sound.h.

◆ SOUND_SYSTEM05

#define SOUND_SYSTEM05   0x80045341

Definition at line 57 of file sound.h.

◆ SOUND_GONDRA_S

#define SOUND_GONDRA_S   0x340004

Definition at line 58 of file sound.h.

◆ SOUND_SE000002

#define SOUND_SE000002   0xA40006

Definition at line 59 of file sound.h.

◆ SOUND_ELEVATER

#define SOUND_ELEVATER   0x1080001

Definition at line 60 of file sound.h.

◆ SOUND_CARD_001

#define SOUND_CARD_001   0x800460BD

Definition at line 61 of file sound.h.

◆ MUSIC

#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).

Definition at line 70 of file sound.h.

◆ MUSIC_CONFUSION

#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)

Definition at line 74 of file sound.h.

◆ MUSIC_GAME_OVER

#define MUSIC_GAME_OVER   MUSIC(1, 8)

GAMEOVER: a battle lost (WFIGHTMN endBattleOnKnockOut)

Definition at line 75 of file sound.h.

◆ MUSIC_BATTLE

#define MUSIC_BATTLE   MUSIC(2, 0)

BATL0000: the maps' random battles (AreaBattle, nearly all of them)

Definition at line 76 of file sound.h.

◆ MUSIC_BATTLE_1

#define MUSIC_BATTLE_1   MUSIC(3, 0)

BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)

Definition at line 77 of file sound.h.

◆ MUSIC_ASUKA_CITY

#define MUSIC_ASUKA_CITY   MUSIC(4, 0)

ASKA_BGM: the Central Sector's streets and bridges, the Underground Path.

Definition at line 78 of file sound.h.

◆ MUSIC_ADMIN_CENTER

#define MUSIC_ADMIN_CENTER   MUSIC(5, 0)

KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room.

Definition at line 79 of file sound.h.

◆ MUSIC_SEWERS

#define MUSIC_SEWERS   MUSIC(6, 0)

BGM_0003: the Admin Center's basement and the cities' sewers.

Definition at line 80 of file sound.h.

◆ MUSIC_SHOP_1

#define MUSIC_SHOP_1   MUSIC(7, 0)

SHOP1BGM: the inns, shops and towers.

Definition at line 81 of file sound.h.

◆ MUSIC_SHOP_2

#define MUSIC_SHOP_2   MUSIC(8, 0)

SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado.

Definition at line 82 of file sound.h.

◆ MUSIC_FIELD

#define MUSIC_FIELD   MUSIC(9, 0)

FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape.

Definition at line 83 of file sound.h.

◆ MUSIC_DUEL_ISLAND

#define MUSIC_DUEL_ISLAND   MUSIC(0xA, 0)

BGM_0008: Duel Island.

Definition at line 84 of file sound.h.

◆ MUSIC_PROTOCOL_RUINS

#define MUSIC_PROTOCOL_RUINS   MUSIC(0xB, 0)

PYRA_BGM: the Protocol Ruins.

Definition at line 85 of file sound.h.

◆ MUSIC_SEIRYU_CITY

#define MUSIC_SEIRYU_CITY   MUSIC(0xC, 0)

SEIR_BGM: Seiryu City.

Definition at line 86 of file sound.h.

◆ MUSIC_MAGASTA

#define MUSIC_MAGASTA   MUSIC(0xD, 0)

BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola.

Definition at line 87 of file sound.h.

◆ MUSIC_STATION

#define MUSIC_STATION   MUSIC(0xE, 0)

BGM_0012: the East and South Stations.

Definition at line 88 of file sound.h.

◆ MUSIC_SHAMAN_HOUSE

#define MUSIC_SHAMAN_HOUSE   MUSIC(0xF, 0)

BGM_0013: the Shaman House.

Definition at line 89 of file sound.h.

◆ MUSIC_RELIABILITY_SPOT

#define MUSIC_RELIABILITY_SPOT   MUSIC(0x10, 0)

BGM_0014: the Reliability Spot.

Definition at line 90 of file sound.h.

◆ MUSIC_JUNGLE_SHRINE

#define MUSIC_JUNGLE_SHRINE   MUSIC(0x11, 0)

BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb.

Definition at line 91 of file sound.h.

◆ MUSIC_SUZAKU_CITY

#define MUSIC_SUZAKU_CITY   MUSIC(0x12, 0)

BGM_0016: Suzaku City and its Hall.

Definition at line 92 of file sound.h.

◆ MUSIC_BUG_MAZE

#define MUSIC_BUG_MAZE   MUSIC(0x13, 0)

BGM_0017: the Bug Maze (Network Break)

Definition at line 93 of file sound.h.

◆ MUSIC_BADLAND

#define MUSIC_BADLAND   MUSIC(0x14, 0)

BGM_0018: the Badlands.

Definition at line 94 of file sound.h.

◆ MUSIC_SECRET_ROOM

#define MUSIC_SECRET_ROOM   MUSIC(0x15, 0)

BGM_0019: the Secret Room, the rebels' hideout.

Definition at line 95 of file sound.h.

◆ MUSIC_MIRAGE_HALL

#define MUSIC_MIRAGE_HALL   MUSIC(0x16, 0)

BGM_0020: the Mirage Hall and Mirage Room.

Definition at line 96 of file sound.h.

◆ MUSIC_BYAKKO_CITY

#define MUSIC_BYAKKO_CITY   MUSIC(0x17, 0)

BGM_0021: Byakko City and the Bai Hu Dome.

Definition at line 97 of file sound.h.

◆ MUSIC_LEGENDARY_GYM

#define MUSIC_LEGENDARY_GYM   MUSIC(0x18, 0)

BGM_0022: the Legendary Gym.

Definition at line 98 of file sound.h.

◆ MUSIC_DUNGEON

#define MUSIC_DUNGEON   MUSIC(0x19, 0)

BGM_0023: the Ice, Fire and Dark Dungeons.

Definition at line 99 of file sound.h.

◆ MUSIC_GENBU_CITY

#define MUSIC_GENBU_CITY   MUSIC(0x1A, 0)

BGM_0024: Genbu City.

Definition at line 100 of file sound.h.

◆ MUSIC_ONLINE_CENTER

#define MUSIC_ONLINE_CENTER   MUSIC(0x1B, 0)

ON_CNBGM: MAGAMI's Online Center.

Definition at line 101 of file sound.h.

◆ MUSIC_GUNSLINGER

#define MUSIC_GUNSLINGER   MUSIC(0x1C, 0)

BGM_0026: the Gunslinger (the Spy Satellite)

Definition at line 102 of file sound.h.

◆ MUSIC_SEABED

#define MUSIC_SEABED   MUSIC(0x1D, 0)

BGM_0027: the Seabed tunnels.

Definition at line 103 of file sound.h.

◆ MUSIC_CIRCUIT_BOARD

#define MUSIC_CIRCUIT_BOARD   MUSIC(0x1E, 0)

BGM_0028: the Circuit Board tunnels.

Definition at line 104 of file sound.h.

◆ MUSIC_CITY_CRISIS

#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)

Definition at line 105 of file sound.h.

◆ MUSIC_MEMORY_CARD

#define MUSIC_MEMORY_CARD   MUSIC(0x20, 0)

BGM_0030: the memory card screen and the player's name entry.

Definition at line 106 of file sound.h.

◆ MUSIC_TRAINING

#define MUSIC_TRAINING   MUSIC(0x21, 2)

TRAINING: the gym's training.

Definition at line 107 of file sound.h.

◆ MUSIC_BOSS

#define MUSIC_BOSS   MUSIC(0x22, 0)

BOSS_000: the sectors' boss battles.

Definition at line 108 of file sound.h.

◆ MUSIC_BOSS_1

#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.

Definition at line 109 of file sound.h.

◆ MUSIC_LAST_BOSS

#define MUSIC_LAST_BOSS   MUSIC(0x24, 0)

LASTBOSS: Lord Megadeath's battle (WSTAG820)

Definition at line 110 of file sound.h.

◆ MUSIC_LAST_BOSS_1

#define MUSIC_LAST_BOSS_1   MUSIC(0x25, 0)

LASTB_01: the extra chapter's last battle (WSTAG927, the Digimon Arena)

Definition at line 111 of file sound.h.

◆ MUSIC_LAST_BOSS_2

#define MUSIC_LAST_BOSS_2   MUSIC(0x26, 0)

LASTB_02: Lord Megadeath's second form (WSTAG820, fighter 0x1D3's entrance)

Definition at line 112 of file sound.h.

◆ MUSIC_CARD_BATTLE

#define MUSIC_CARD_BATTLE   MUSIC(0x27, 4)

CBTLMAIN: the card battles.

Definition at line 113 of file sound.h.

◆ MUSIC_STREET_CORNER

#define MUSIC_STREET_CORNER   MUSIC(0x29, 0)

BGM00000: the Street Corner (Kusanagi City)

Definition at line 114 of file sound.h.

◆ MUSIC_STREET_CORNER_1

#define MUSIC_STREET_CORNER_1   MUSIC(0x29, 1)

BGM00001: the Street Corner at STORY_JUNGLE_SOUND.

Definition at line 115 of file sound.h.

◆ MUSIC_STREET_CORNER_2

#define MUSIC_STREET_CORNER_2   MUSIC(0x29, 2)

BGM00002: the Street Corner at STORY_REAL_WORLD.

Definition at line 116 of file sound.h.

◆ MUSIC_STREET_CORNER_3

#define MUSIC_STREET_CORNER_3   MUSIC(0x29, 3)

BGM00003: the Street Corner at STORY_ASUKA_HEADQUARTERS.

Definition at line 117 of file sound.h.

◆ MUSIC_AOA_HEADQUARTERS

#define MUSIC_AOA_HEADQUARTERS   MUSIC(0x2A, 0)

ENV_0002: the A.o.A Headquarters.

Definition at line 118 of file sound.h.

◆ MUSIC_CONTROL_ROOM

#define MUSIC_CONTROL_ROOM   MUSIC(0x2B, 0)

ENV_0003: the cities' Control Room.

Definition at line 119 of file sound.h.

◆ MUSIC_WATER_TUNNEL

#define MUSIC_WATER_TUNNEL   MUSIC(0x2C, 0)

ENV_0004: the Water Tunnel.

Definition at line 120 of file sound.h.

◆ MUSIC_WIRE_FOREST

#define MUSIC_WIRE_FOREST   MUSIC(0x2D, 0)

ENV05_00: the Wire Forests and the Kicking Forest.

Definition at line 121 of file sound.h.

◆ MUSIC_WIND_PRAIRIE

#define MUSIC_WIND_PRAIRIE   MUSIC(0x2E, 0)

ENV_0006: the Wind Prairie.

Definition at line 122 of file sound.h.

◆ MUSIC_TYRANNO_VALLEY

#define MUSIC_TYRANNO_VALLEY   MUSIC(0x2F, 0)

ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.

Definition at line 123 of file sound.h.

◆ MUSIC_GALE_TOWER

#define MUSIC_GALE_TOWER   MUSIC(0x30, 0)

ENV_0008: the Gale Tower.

Definition at line 124 of file sound.h.

◆ MUSIC_FOREST_INN_BF

#define MUSIC_FOREST_INN_BF   MUSIC(0x31, 0)

ENV_0009: the Forest Inn's basement.

Definition at line 125 of file sound.h.

◆ MUSIC_PROTOCOL_FOREST

#define MUSIC_PROTOCOL_FOREST   MUSIC(0x32, 0)

ENV10_00: the Protocol Forest.

Definition at line 126 of file sound.h.

◆ MUSIC_DIGIMON_LAB

#define MUSIC_DIGIMON_LAB   MUSIC(0x33, 0)

ENV_0011: Asuka's Digimon Lab and Login Room.

Definition at line 127 of file sound.h.

◆ MUSIC_SWAMP

#define MUSIC_SWAMP   MUSIC(0x34, 0)

ENV_0012: the South Sector's swamps and Bulk Bridge.

Definition at line 128 of file sound.h.

◆ MUSIC_ETHER_JUNGLE

#define MUSIC_ETHER_JUNGLE   MUSIC(0x35, 0)

ENV_0013: the Ether Jungle.

Definition at line 129 of file sound.h.

◆ MUSIC_COAST

#define MUSIC_COAST   MUSIC(0x36, 0)

ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape.

Definition at line 130 of file sound.h.

◆ MUSIC_UG_LAKE

#define MUSIC_UG_LAKE   MUSIC(0x37, 0)

ENV_0015: the UG Lake.

Definition at line 131 of file sound.h.

◆ MUSIC_DESERT

#define MUSIC_DESERT   MUSIC(0x38, 0)

ENV_0016: the West Sector's deserts and the Mirage Tower.

Definition at line 132 of file sound.h.

◆ MUSIC_DUM_DUM_FACTORY

#define MUSIC_DUM_DUM_FACTORY   MUSIC(0x39, 0)

ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room.

Definition at line 133 of file sound.h.

◆ MUSIC_WEST_SEWERS

#define MUSIC_WEST_SEWERS   MUSIC(0x3A, 0)

ENV_0018: the West Sector's Sewers and Secret Stairs.

Definition at line 134 of file sound.h.

◆ MUSIC_STORAGE_ROOM

#define MUSIC_STORAGE_ROOM   MUSIC(0x3B, 0)

ENV_0019: Byakko City's Storage Room.

Definition at line 135 of file sound.h.

◆ MUSIC_UNDERGROUND_CAVE

#define MUSIC_UNDERGROUND_CAVE   MUSIC(0x3C, 0)

ENV_0020: the Underground Cave.

Definition at line 136 of file sound.h.

◆ MUSIC_BOOT_MOUNTAIN

#define MUSIC_BOOT_MOUNTAIN   MUSIC(0x3D, 0)

ENV_0021: Boot Mountain, and the Byakko Dome.

Definition at line 137 of file sound.h.

◆ MUSIC_FREEZE_MOUNTAIN

#define MUSIC_FREEZE_MOUNTAIN   MUSIC(0x3E, 0)

ENV_0022: Freeze Mountain and the Lake of Ice.

Definition at line 138 of file sound.h.

◆ MUSIC_KULON_PIT

#define MUSIC_KULON_PIT   MUSIC(0x3F, 0)

ENV_0023: the Kulon Pit.

Definition at line 139 of file sound.h.

◆ MUSIC_CHAMBER_ROOM

#define MUSIC_CHAMBER_ROOM   MUSIC(0x40, 1)

ENV_0024: the Chamber Rooms.

Definition at line 140 of file sound.h.

◆ MUSIC_PELCHE_OASIS

#define MUSIC_PELCHE_OASIS   MUSIC(0x41, 0)

ENV_0025: the Pelche Oasis.

Definition at line 141 of file sound.h.

◆ MUSIC_EAUCTION

#define MUSIC_EAUCTION   MUSIC(0x42, 0)

EAUCTION: the Cargo Tower at some points of the story (FIELDSTG_setupField)

Definition at line 142 of file sound.h.

◆ MUSIC_CARGO_TOWER

#define MUSIC_CARGO_TOWER   MUSIC(0x42, 2)

ENV_0204: the Cargo Tower.

Definition at line 143 of file sound.h.

◆ MUSIC_MAIN_LOBBY_DEMO

#define MUSIC_MAIN_LOBBY_DEMO   MUSIC(0x43, 3)

ENV_0205: the story events' copy of Asuka's Main Lobby (WSTAG212)

Definition at line 144 of file sound.h.

◆ MUSIC_SATELLITE_CONTROL_ROOM

#define MUSIC_SATELLITE_CONTROL_ROOM   MUSIC(0x44, 1)

ENV_0206: the Spy Satellite's Control Room.

Definition at line 145 of file sound.h.

◆ MUSIC_BANK

#define MUSIC_BANK (   music)    ((music) >> 18 & 0x7F)

The sound bank of a music, which a stage loads for it (FieldState.soundBank)

Definition at line 148 of file sound.h.

Enumeration Type Documentation

◆ 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 

Definition at line 170 of file sound.h.

Function Documentation

◆ findSoundBank()

s32 findSoundBank ( s32  id)

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().

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◆ playSound()

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.

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◆ stopAllSounds()

void stopAllSounds ( void  )

Stops every track of the loaded banks and every voice.

Definition at line 251 of file sound.c.

◆ stopSound()

void stopSound ( s32  packed)

Stops a sequence sound (key-on sounds are left alone)

Definition at line 272 of file sound.c.

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◆ fadeOutSound()

void fadeOutSound ( s32  packed)

Fades a sequence sound out over a second (key-on sounds are left alone)

Definition at line 288 of file sound.c.

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◆ isSoundLoading()

s32 isSoundLoading ( void  )

Whether a bank is still being loaded.

Definition at line 309 of file sound.c.

Referenced by initSound().

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◆ loadSoundBankInto()

void loadSoundBankInto ( s32  index,
s32  id 
)

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().

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◆ loadSoundBank()

void loadSoundBank ( s32  id)

Loads a bank into slot 1 or 2, whichever was not used last.

Definition at line 338 of file sound.c.

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◆ updateSoundLoading()

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().

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◆ soundKeyOn()

short soundKeyOn ( s32  slot,
short  prog,
short  note 
)

Plays one note of a program from the bank in slot slot; returns the voice.

Definition at line 403 of file sound.c.

◆ soundKeyOff()

void soundKeyOff ( s32  packed,
s16  voice 
)

Releases the voice that a key-on sound id started.

Definition at line 408 of file sound.c.

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◆ initSound()

void initSound ( void  )

Starts libsnd, gives each slot its buffers and loads the system sounds (bank 1) into slot 0.

Definition at line 421 of file sound.c.

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Variable Documentation

◆ SOUND

SoundState SOUND
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().

◆ SOUND_BANK_FILES

SoundFiles* SOUND_BANK_FILES[]
extern

The banks by id: bits 18-24 of a sound id.

Definition at line 153 of file sound.c.

Referenced by loadSoundBankInto().

◆ SOUND_SPU_ADDRS

s32 SOUND_SPU_ADDRS[]
extern

Definition at line 176 of file sound.c.

Referenced by initSound().

◆ SOUND_HEAD_BUFFERS

void* SOUND_HEAD_BUFFERS[]
extern

Each slot's buffer, and its SPU address.

Definition at line 175 of file sound.c.

Referenced by initSound().