2019-08-25 04:46:40 +00:00
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#ifndef _SPAWN_SOUND_H
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#define _SPAWN_SOUND_H
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#include "types.h"
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struct SoundState
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{
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s16 playSound; // if this is 1, the info below will
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// be used to determine the sound behavior
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// for the object. if 0, this is skipped.
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s8 animFrame1; // the sound state provides 2 anim frames for
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// when the provided sound can be played.
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// these 2 variables probably coorespond to
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// left/right foot.
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s8 animFrame2;
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s32 soundMagic;
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};
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2020-03-02 03:42:52 +00:00
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extern void cur_obj_play_sound_1(s32);
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extern void cur_obj_play_sound_2(s32);
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2019-08-25 04:46:40 +00:00
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extern void create_sound_spawner(s32);
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extern void exec_anim_sound_state(struct SoundState *soundStates);
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#endif
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