spawn_sound.h (757B)
1 #ifndef SPAWN_SOUND_H 2 #define SPAWN_SOUND_H 3 4 #include <PR/ultratypes.h> 5 6 struct SoundState { 7 s16 playSound; // if this is 1, the info below will 8 // be used to determine the sound behavior 9 // for the object. if 0, this is skipped. 10 s8 animFrame1; // the sound state provides 2 anim frames for 11 // when the provided sound can be played. 12 // these 2 variables probably coorespond to 13 // left/right foot. 14 s8 animFrame2; 15 s32 soundMagic; 16 }; 17 18 void cur_obj_play_sound_1(s32 soundMagic); 19 void cur_obj_play_sound_2(s32 soundMagic); 20 void create_sound_spawner(s32 soundMagic); 21 void exec_anim_sound_state(struct SoundState *soundStates); 22 23 #endif // SPAWN_SOUND_H