Files
tp/libs/Z2AudioLib/Z2SoundMgr.cpp
T
LC ec9b03241d Z2AudioLib: Migrate declarations out of functions.h to respective files (#96)
Removes the strong dependency on a single header file and moves
declarations to their respective header file.

This allows for making dependencies explicit in cpp files and other
headers, and also makes it much easier to track where everything related
to a particular component is.

This change also creates a few header files that previously didn't
exist, making it much nicer for people implementing things, as they
won't need to create the header file, it'll just be there ready to go.

Ideally functions.h wouldn't even be a thing, as this header adds a lot
of preprocessing overhead due to its size, and will continue to grow
significantly larger over the lifespan of the project, which can also
impact the performance of editors that do dependency lookups and
context-aware syntax highlighting.
2021-01-25 12:57:46 -05:00

133 lines
3.7 KiB
C++

/* Z2SoundMgr.cpp autogenerated by split.py v0.3 at 2021-01-04 23:01:21.950031 */
#include "Z2AudioLib/Z2SoundMgr/Z2SoundMgr.h"
#include "JSystem/JAudio2/JAISeCategoryMgr.h"
#include "JSystem/JAudio2/JAISeMgr/JAISeMgr.h"
#include "JSystem/JAudio2/JAISeqMgr.h"
#include "JSystem/JAudio2/JAISoundParamsMove.h"
#include "JSystem/JAudio2/JAIStreamMgr.h"
#include "JSystem/JAudio2/JASDriver.h"
#include "JSystem/JAudio2/JASTrack.h"
#include "JSystem/JAudio2/JAUSectionHeap.h"
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "Z2AudioLib/Z2SeqMgr/Z2SeqMgr.h"
#include "Z2AudioLib/Z2SoundInfo/Z2SoundInfo.h"
#include "Z2AudioLib/Z2SpeechMgr2/Z2SpeechMgr2.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
extern "C" {
// seqCallback__FP8JASTrackUs
// seqCallback(JASTrack*, unsigned short)
asm void seqCallback(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802A9BC8.s"
}
// __ct__10Z2SoundMgrFv
// Z2SoundMgr::Z2SoundMgr(void)
asm void Z2SoundMgr_NS_ctor(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802A9E80.s"
}
// startSound__10Z2SoundMgrF10JAISoundIDP14JAISoundHandlePCQ29JGeometry8TVec3<f>
// Z2SoundMgr::startSound(JAISoundID, JAISoundHandle*, JGeometry::TVec3<f>)
asm void func_802A9EE8(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802A9EE8.s"
}
// calc__10Z2SoundMgrFv
// Z2SoundMgr::calc(void)
asm void Z2SoundMgr_NS_calc(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA1B0.s"
}
// setIIR__10Z2SoundMgrFP8JAISoundPCs
// Z2SoundMgr::setIIR(JAISound*, const short*)
asm void Z2SoundMgr_NS_setIIR(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA270.s"
}
// setFilterOff__10Z2SoundMgrFP8JAISound
// Z2SoundMgr::setFilterOff(JAISound*)
asm void Z2SoundMgr_NS_setFilterOff(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA33C.s"
}
// resetFilterAll__10Z2SoundMgrFv
// Z2SoundMgr::resetFilterAll(void)
asm void resetFilterAll__10Z2SoundMgrFv(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA430.s"
}
// mixOut__10Z2SoundMgrFv
// Z2SoundMgr::mixOut(void)
asm void Z2SoundMgr_NS_mixOut(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA528.s"
}
// framework__10Z2SoundMgrFv
// Z2SoundMgr::framework(void)
asm void Z2SoundMgr_NS_framework(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA67C.s"
}
// pauseAllGameSound__10Z2SoundMgrFb
// Z2SoundMgr::pauseAllGameSound(bool)
asm void Z2SoundMgr_NS_pauseAllGameSound(Z2SoundMgr* p0, bool p1) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA6B0.s"
}
// stopSoundID__10Z2SoundMgrF10JAISoundID
// Z2SoundMgr::stopSoundID(JAISoundID)
asm void Z2SoundMgr_NS_stopSoundID(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA7DC.s"
}
// stopSync__10Z2SoundMgrFv
// Z2SoundMgr::stopSync(void)
asm void Z2SoundMgr_NS_stopSync(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA84C.s"
}
// stop__10Z2SoundMgrFv
// Z2SoundMgr::stop(void)
asm void Z2SoundMgr_NS_stop(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA8C8.s"
}
// initParams__10Z2SoundMgrFv
// Z2SoundMgr::initParams(void)
asm void Z2SoundMgr_NS_initParams(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA908.s"
}
// multiVolumeSoundID__10Z2SoundMgrF10JAISoundIDf
// Z2SoundMgr::multiVolumeSoundID(JAISoundID, float)
asm void Z2SoundMgr_NS_multiVolumeSoundID(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AA9E8.s"
}
// isPlayingSoundID__10Z2SoundMgrF10JAISoundID
// Z2SoundMgr::isPlayingSoundID(JAISoundID)
asm void Z2SoundMgr_NS_isPlayingSoundID(void) {
nofralloc
#include "Z2AudioLib/Z2SoundMgr/asm/func_802AAAC4.s"
}
};