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https://github.com/zeldaret/ss
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Small docs
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@@ -4,6 +4,7 @@
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#include "egg/audio/eggAudioMgr.h"
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#include "nw4r/snd/snd_SoundArchivePlayer.h"
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/** The core audio manager used for most sounds. */
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class dSndMgr_c : public EGG::SimpleAudioMgr {
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public:
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dSndMgr_c();
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@@ -10,6 +10,10 @@
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class dSndPlayerMgr_c;
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extern template class SndMgrDisposer<dSndPlayerMgr_c>;
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/**
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* The main interface for managing sound stuff. Will delegate to dSndMgr_c for
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* most things, but handles demo (cutscene) sound effects (SE_DEMO*) by itself.
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*/
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class dSndPlayerMgr_c {
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public:
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SndMgrDisposer<dSndPlayerMgr_c> *GetDisposer() {
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@@ -6,6 +6,7 @@
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#include "d/snd/d_snd_source_if.h"
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#include "nw4r/ut/ut_list.h"
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/** Manages sound relating to a particular actor. */
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class dSoundSource_c : public dSoundSourceIf_c, public dSnd3DActor_c {
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public:
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dSoundSource_c(u8, dAcBase_c *, UNKWORD, UNKWORD);
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@@ -52,7 +53,9 @@ public:
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virtual void d_s_vt_0x1E4();
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virtual void d_s_vt_0x1E8();
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// Overrides of dSoundSourceIf_c
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// Overrides of dSoundSourceIf_c - always in the first section of
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// the vtable, so the order is not certain. May have to reorder for weak
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// function order.
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virtual const nw4r::math::VEC3 &getListenerPosition() const override;
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@@ -6,6 +6,7 @@
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class dAcBase_c;
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/** An abstract interface for sound relating to a particular actor. */
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class dSoundSourceIf_c {
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public:
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virtual ~dSoundSourceIf_c() {}
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@@ -28,6 +28,7 @@ extern "C" void fn_80364FD0(void *, s32);
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extern "C" bool fn_80364DA0(void *);
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extern "C" void fn_80364D00(void *, s32);
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// ENEMY_BGM_RELATED_MGR -> dSndSourceMgr_c
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extern "C" void *ENEMY_BGM_RELATED_MGR;
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extern "C" void fn_80384570(void *, bool);
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extern "C" void fn_803858D0(void *);
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