mirror of https://github.com/zeldaret/tp.git
89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
#ifndef M_DO_M_DO_AUDIO_H
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#define M_DO_M_DO_AUDIO_H
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#include "Z2AudioLib/Z2AudioMgr.h"
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#include "dolphin/types.h"
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// move/fix later
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template <typename T>
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class JASGlobalInstance {
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public:
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T* getInstance() { return sInstance; };
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static T* sInstance;
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};
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extern bool struct_80450BB8; // sInitFlag
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extern bool data_80450bba; // sBgmSet
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extern bool sResetFlag;
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class mDoAud_zelAudio_c {
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public:
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void reset();
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~mDoAud_zelAudio_c() {}
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static void onInitFlag() { struct_80450BB8 = true; }
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static bool isInitFlag() { return struct_80450BB8; }
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static bool isResetFlag() { return sResetFlag; }
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static void onResetFlag() { sResetFlag = true; }
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static void offResetFlag() { sResetFlag = false; }
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static bool isBgmSet() { return data_80450bba; }
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static void offBgmSet() { data_80450bba = false; }
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Z2AudioMgr mAudioMgr;
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};
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extern JKRSolidHeap* g_mDoAud_audioHeap;
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void mDoAud_resetProcess();
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bool mDoAud_resetRecover();
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void mDoAud_setSceneName(char const* spot, s32 room, s32 layer);
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s32 mDoAud_load1stDynamicWave();
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inline void mDoAud_bgmSetSwordUsing(s32 id) {
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Z2AudioMgr::getInterface()->mSeqMgr.bgmSetSwordUsing(id);
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}
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inline void mDoAud_setHour(s32 hour) {
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Z2AudioMgr::getInterface()->mStatusMgr.setHour(hour);
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}
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inline void mDoAud_setMinute(s32 min) {
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Z2AudioMgr::getInterface()->mStatusMgr.setMinute(min);
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}
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inline void mDoAud_setWeekday(s32 day) {
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Z2AudioMgr::getInterface()->mStatusMgr.setWeekday(day);
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}
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inline void mDoAud_setInDarkness(bool state) {
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Z2AudioMgr::getInterface()->mSceneMgr.setInDarkness(state);
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}
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inline void mDoAud_seStart(u32 sfx_id, const Vec* param_1, u32 param_2, s8 param_3) {
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Z2AudioMgr::getInterface()->mSeMgr.seStart(sfx_id, param_1, param_2, param_3, 1.0f, 1.0f, -1.0f,
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-1.0f, 0);
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}
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inline void mDoAud_messageSePlay(u16 param_0, Vec* position, s8 param_2) {
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Z2AudioMgr::getInterface()->mSeMgr.messageSePlay(param_0, position, param_2);
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}
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inline void mDoAud_sceneBgmStart() {
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Z2AudioMgr::getInterface()->mSceneMgr.sceneBgmStart();
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}
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inline void mDoAud_load2ndDynamicWave() {
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Z2AudioMgr::getInterface()->mSceneMgr.load2ndDynamicWave();
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}
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inline bool mDoAud_check1stDynamicWave() {
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return Z2AudioMgr::getInterface()->mSceneMgr.check1stDynamicWave();
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}
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inline void mDoAud_bgmStop(u32 param_0) {
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Z2AudioMgr::getInterface()->mSeqMgr.bgmStop(param_0, 0);
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}
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#endif /* M_DO_M_DO_AUDIO_H */
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