Super Mario 64 OpenGL port for PC. Mirror of https://github.com/sm64pc/sm64pc https://github.com/sm64pc/sm64pc
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#ifndef AUDIO_HEAP_H
#define AUDIO_HEAP_H
#include "internal.h"
#define SOUND_LOAD_STATUS_NOT_LOADED 0
#define SOUND_LOAD_STATUS_IN_PROGRESS 1
#define SOUND_LOAD_STATUS_COMPLETE 2
#define SOUND_LOAD_STATUS_DISCARDABLE 3
#define IS_BANK_LOAD_COMPLETE(bankId) (gBankLoadStatus[bankId] >= SOUND_LOAD_STATUS_COMPLETE)
#define IS_SEQ_LOAD_COMPLETE(seqId) (gSeqLoadStatus[seqId] >= SOUND_LOAD_STATUS_COMPLETE)
struct SoundAllocPool
{
u8 *start;
u8 *cur;
u32 size;
s32 unused; // set to 0, never read
}; // size = 0x10
struct SeqOrBankEntry {
u8 *ptr;
u32 size;
s32 id; // seqId or bankId
}; // size = 0xC
struct PersistentPool
{
/*0x00*/ u32 numEntries;
/*0x04*/ struct SoundAllocPool pool;
/*0x14*/ struct SeqOrBankEntry entries[32];
}; // size = 0x194
struct TemporaryPool
{
/*0x00*/ u32 nextSide;
/*0x04*/ struct SoundAllocPool pool;
/*0x14*/ struct SeqOrBankEntry entries[2];
}; // size = 0x2C
struct SoundMultiPool
{
/*0x000*/ struct PersistentPool persistent;
/*0x194*/ struct TemporaryPool temporary;
/* */ u32 pad2[4];
}; // size = 0x1D0
extern u8 gAudioHeap[];
extern s16 gVolume;
extern s8 gReverbDownsampleRate;
extern struct SoundAllocPool gAudioInitPool;
extern struct SoundAllocPool gNotesAndBuffersPool;
extern struct SoundMultiPool gSeqLoadedPool;
extern struct SoundMultiPool gBankLoadedPool;
extern u8 gBankLoadStatus[64];
extern u8 gSeqLoadStatus[256];
extern volatile u8 gAudioResetStatus;
extern u8 gAudioResetPresetIdToLoad;
void *soundAlloc(struct SoundAllocPool *pool, u32 size);
void sound_init_main_pools(s32 sizeForAudioInitPool);
void *alloc_bank_or_seq(struct SoundMultiPool *arg0, s32 arg1, s32 size, s32 arg3, s32 id);
void *get_bank_or_seq(struct SoundMultiPool *arg0, s32 arg1, s32 arg2);
#ifdef VERSION_EU
s32 audio_shut_down_and_reset_step(void);
void audio_reset_session(void);
#else
void audio_reset_session(struct AudioSessionSettings *preset);
#endif
#endif /* AUDIO_HEAP_H */