#include "global.h" class JAISoundParamsMove{ public: void moveVolume(float param_1, u32 param_2); private: float unk_1; }; class Z2SoundMgr{ public: void resetFilterAll(); u8 p1[0x3ec]; JAISoundParamsMove* JAISoundParamsMove; private: }; class Z2SeMgr{ public: void seMoveVolumeAll(float param_1, u32 param_2); }; class Z2SeqMgr{ private: u8 p1[0xD0]; u8 unk_1; public: void setFieldBgmPlay(bool param_1); }; class Z2SceneMgr{ private: long BGM_ID; int field_0x4; 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; u8 field_0x1c; bool field_0x1d; bool inDarkness; public: 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); }; struct JAISoundID { u32 soundId; JAISoundID(JAISoundID const &soundIdToSet); };