#include "JSystem/JAudio2/JAISe/JAISe.h" #include "Z2AudioLib/Z2SeqMgr/Z2SeqMgr.h" #include "global.h" struct JAISoundParamsMove { void moveVolume(float param_1, u32 param_2); float unk_1; }; struct Z2SoundMgr { void resetFilterAll(); u8 p1[0x3ec]; JAISoundParamsMove* JAISoundParamsMove; }; struct Z2SceneMgr { long BGM_ID; int sceneNum; int timer; s8 roomNum; u8 SeWave_1; u8 SeWaveToErase_1; u8 SeWave_2; u8 SeWaveToErase_2; u8 BgmWave_1; u8 BgmWaveToErase_1; u8 BgmWave_2; u8 BgmWaveToErase_2; u8 SeWave_3; u8 SeWaveToErase_3; u8 field_0x17; u8 field_0x18; u8 field_0x19; u8 field_0x1a; u8 field_0x1b; bool inGame; bool sceneExist; bool inDarkness; Z2SceneMgr(void); void setInDarkness(bool param_1); void setSceneExist(bool param_1); void setFadeOutStart(u8 param_1); void setFadeInStart(u8 param_1); void setSceneName(char* stageName, long roomNum, long layerNum); int checkFirstWaves(void); };