sm64pc/src/game/spawn_sound.h

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