#ifndef AUDIO_LOAD_H #define AUDIO_LOAD_H #include "internal.h" #define AUDIO_FRAME_DMA_QUEUE_SIZE 0x40 #define PRELOAD_BANKS 2 #define PRELOAD_SEQUENCE 1 #define IS_SEQUENCE_CHANNEL_VALID(ptr) ((uintptr_t)(ptr) != (uintptr_t)&gSequenceChannelNone) extern struct Note *gNotes; // Music in SM64 is played using 3 players: // gSequencePlayers[0] is level background music // gSequencePlayers[1] is misc music, like the puzzle jingle // gSequencePlayers[2] is sound extern struct SequencePlayer gSequencePlayers[SEQUENCE_PLAYERS]; extern struct SequenceChannel gSequenceChannels[SEQUENCE_CHANNELS]; extern struct SequenceChannelLayer gSequenceLayers[SEQUENCE_LAYERS]; extern struct SequenceChannel gSequenceChannelNone; extern struct AudioListItem gLayerFreeList; extern struct NotePool gNoteFreeLists; extern OSMesgQueue gCurrAudioFrameDmaQueue; extern u32 gSampleDmaNumListItems; extern ALSeqFile *gAlTbl; extern u8 *gAlBankSets; extern struct CtlEntry *gCtlEntries; #ifdef VERSION_EU extern struct AudioBufferParametersEU gAudioBufferParameters; #endif extern s32 gAiFrequency; extern u32 D_80226D68; extern s32 gMaxAudioCmds; extern s32 gMaxSimultaneousNotes; extern s32 gSamplesPerFrameTarget; extern s32 gMinAiBufferLength; extern s16 gTempoInternalToExternal; extern s8 gAudioUpdatesPerFrame; // = 4 extern s8 gSoundMode; void audio_dma_partial_copy_async(uintptr_t *devAddr, u8 **vAddr, ssize_t *remaining, OSMesgQueue *queue, OSIoMesg *mesg); void decrease_sample_dma_ttls(void); void *dma_sample_data(uintptr_t devAddr, u32 size, s32 arg2, u8 *arg3); void init_sample_dma_buffers(s32 arg0); void patch_audio_bank(struct AudioBank *mem, u8 *offset, u32 numInstruments, u32 numDrums); void preload_sequence(u32 seqId, u8 preloadMask); void load_sequence(u32 player, u32 seqId, s32 loadAsync); #endif /* AUDIO_LOAD_H */