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Document some internal sound functions for loading scenes
This commit is contained in:
parent
8b3c5d77c3
commit
682b05f631
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@ -11,8 +11,8 @@
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#define FIELD_BGM_BANK_STATE_IDLE 0
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#define FIELD_BGM_BANK_STATE_SWITCH 1
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#define MIN_BGM_VOLUME 0
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#define MAX_BGM_VOLUME 127
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#define SOUND_VOLUME_MIN 0
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#define SOUND_VOLUME_MAX 127
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#define WAVE_OUT_SPEED(SPEED) (int)((SPEED) * 32768)
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@ -71,7 +71,7 @@ void Sound_FadeVolumeForHandle(enum SoundHandleType handleType, int targetVolume
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void Sound_SetInitialVolumeForHandle(enum SoundHandleType handleType, int volume);
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void Sound_AdjustVolumeForVoiceChat(int seqID);
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void Sound_AdjustVolumeForVoiceChatEx(int seqID, enum SoundHandleType handleType);
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void sub_02004AD4(u16 param0, int param1);
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void Sound_SetInitialVolumeForSequence(u16 param0, int param1);
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BOOL Sound_PlaySequenceWithPlayer(enum SoundHandleType handleType, int playerID, u16 seqID);
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int Sound_GetNumberOfPlayingSequencesForPlayer(int playerID);
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u8 Sound_GetPlayerForSequence(u16 seqID);
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@ -107,7 +107,7 @@ void Sound_SetPlaybackMode(BOOL param0);
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void Sound_SetFadeCounter(int frames);
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void Sound_SetFollowUpWaitFrames(int frames);
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BOOL Sound_UpdateFollowUpWaitFrames(void);
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void sub_0200500C(int param0);
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void Sound_SetMasterVolume(int param0);
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void *sub_02005014(void);
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void Sound_SetFieldBGMBankState(int state); // See FIELD_BGM_BANK_STATE_*
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BOOL Sound_FadeOutAndPlayBGM(u8 unused1, u16 bgmID, int fadeOutFrames, int waitFrames, u8 bankState, void *unused2);
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@ -18,6 +18,7 @@ enum SoundHeapState {
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SOUND_HEAP_STATE_BGM_BANK,
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SOUND_HEAP_STATE_SFX,
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SOUND_HEAP_STATE_BGM,
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SOUND_HEAP_STATE_SUB_SFX,
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SOUND_HEAP_STATE_COUNT = 7
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};
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@ -83,6 +84,7 @@ enum SoundSystemParam {
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SOUND_SYSTEM_PARAM_HEAP_STATE_BGM_BANK, // BGM *bank* data
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SOUND_SYSTEM_PARAM_HEAP_STATE_SFX, // Sound Effect data
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SOUND_SYSTEM_PARAM_HEAP_STATE_BGM, // Actual BGM data
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SOUND_SYSTEM_PARAM_HEAP_STATE_SUB_SFX, // Sub screen SFX
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SOUND_SYSTEM_PARAM_FIELD_BGM = 32, // Currently active field BGM
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@ -799,7 +799,7 @@ static void ov16_0223BCB4(OverlayManager *param0)
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CellTransfer_Free(battleSystem->cellTransferState);
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if (BattleSystem_RecordingStopped(battleSystem)) {
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sub_0200500C(127);
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Sound_SetMasterVolume(SOUND_VOLUME_MAX);
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}
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if (battleSystem->playbackStopButton) {
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@ -1562,7 +1562,7 @@ void BattleSystem_SetStopRecording(BattleSystem *battleSys, int flag)
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StartScreenTransition(3, 0, 0, 0, 16, 2, HEAP_ID_BATTLE);
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Sound_StopWaveOutAndSequences();
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sub_0200500C(0);
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Sound_SetMasterVolume(0);
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battleSys->unk_2474_0 = 1;
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@ -1724,7 +1724,7 @@ static void ov17_022431E8(SysTask *param0, void *param1)
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}
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Sound_PlayEffect(SEQ_SE_DP_CON_007);
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sub_02004AD4(1765, v0->unk_04);
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Sound_SetInitialVolumeForSequence(1765, v0->unk_04);
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v0->unk_08++;
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case 1: {
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u32 v1;
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@ -3811,7 +3811,7 @@ static void ov65_02231A0C(void)
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Sound_SetScene(0);
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Sound_SetSceneAndPlayBGM(11, v0, 1);
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} else {
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sub_02004AD4(Sound_GetCurrentBGM(), 120);
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Sound_SetInitialVolumeForSequence(Sound_GetCurrentBGM(), 120);
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}
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}
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122
src/sound.c
122
src/sound.c
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@ -15,15 +15,15 @@
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static void Sound_LoadSoundEffectsForSceneWithState(u8 param0);
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static void Sound_Impl_PlayFieldBGM(u16 param0, int param1);
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static void Sound_Impl_ResumeAndSwitchFieldBGM(u16 param0, u16 param1);
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static void sub_02004874(u16 param0, int param1);
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static void Sound_Impl_PlayBattleBGM(u16 param0, int param1);
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static void sub_020048AC(u16 param0, int param1);
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static void sub_020048CC(u16 param0, int param1);
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static void Sound_Impl_PlayContestBGM(u16 param0, int param1);
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static void sub_020048F0(u16 param0, int param1);
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static void sub_02004914(u8 param0);
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static void sub_02004930(u8 param0, u16 param1, int param2);
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static void Sound_Impl_LoadSubSceneSoundData(u8 param0);
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static void Sound_Impl_PlayCutsceneBGM(u8 param0, u16 param1, int param2);
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void sub_02004950(u16 param0);
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void sub_02004A54(int param0, int param1, int param2);
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void sub_02004AD4(u16 param0, int param1);
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void Sound_SetInitialVolumeForSequence(u16 param0, int param1);
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NNSSndWaveOutHandle *Sound_GetWaveOutHandle(enum WaveOutChannel channel);
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BOOL Sound_AllocateWaveOutChannel(enum WaveOutChannel param0);
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void Sound_FreeWaveOutChannel(enum WaveOutChannel param0);
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@ -47,12 +47,12 @@ void sub_02004F68(int param0, u16 param1, int param2);
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void sub_02004F7C(u16 param0, u16 param1, int param2);
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void sub_02004F94(int param0, u16 param1, int param2);
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void sub_02004FA8(int param0, int param1);
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void sub_0200500C(int param0);
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void Sound_SetMasterVolume(int param0);
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void *sub_02005014(void);
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static void Sound_Impl_FadeToBGM(u8 param0, u16 param1, int param2, int param3, u8 param4, void *param5);
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static void Sound_SetBGMAllocatableChannels(u16 param0);
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void sub_020053CC(int param0);
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static void sub_0200540C(void);
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static void Sound_Impl_PauseOrStopFieldBGM(void);
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const u8 *sub_020050E0(const SNDWaveData *param0);
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const u32 sub_020050EC(const SNDWaveData *param0);
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const SNDWaveData *sub_020050F8(int param0);
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@ -296,13 +296,13 @@ BOOL Sound_SetSceneAndPlayBGM(u8 scene, u16 bgmID, int param2)
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(*v2) = 0;
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break;
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case SOUND_SCENE_BATTLE:
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sub_02004874(bgmID, param2);
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Sound_Impl_PlayBattleBGM(bgmID, param2);
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break;
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case 11:
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sub_020048AC(bgmID, param2);
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break;
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case SOUND_SCENE_CONTEST:
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sub_020048CC(bgmID, param2);
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Sound_Impl_PlayContestBGM(bgmID, param2);
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break;
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case 7:
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sub_020048F0(bgmID, param2);
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@ -325,19 +325,19 @@ BOOL Sound_SetSceneAndPlayBGM(u8 scene, u16 bgmID, int param2)
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case 66:
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case 67:
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case 68:
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sub_02004914(scene);
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Sound_Impl_LoadSubSceneSoundData(scene);
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break;
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case 1:
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sub_020053CC(1);
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sub_02004930(scene, bgmID, param2);
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Sound_Impl_PlayCutsceneBGM(scene, bgmID, param2);
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break;
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case 14:
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sub_020053CC(2);
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sub_02004930(scene, bgmID, param2);
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Sound_Impl_PlayCutsceneBGM(scene, bgmID, param2);
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break;
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case 2:
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sub_020053CC(0);
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sub_02004930(scene, bgmID, param2);
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Sound_Impl_PlayCutsceneBGM(scene, bgmID, param2);
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break;
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case 3:
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case 8:
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@ -353,10 +353,10 @@ BOOL Sound_SetSceneAndPlayBGM(u8 scene, u16 bgmID, int param2)
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case 20:
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case 21:
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case 23:
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sub_02004930(scene, bgmID, param2);
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Sound_Impl_PlayCutsceneBGM(scene, bgmID, param2);
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break;
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case 22:
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sub_02004930(scene, bgmID, param2);
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Sound_Impl_PlayCutsceneBGM(scene, bgmID, param2);
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break;
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}
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@ -427,7 +427,7 @@ static void Sound_Impl_ResumeAndSwitchFieldBGM(u16 bgmID, u16 unused)
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SoundSystem_SaveHeapState(SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_BGM));
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Sound_SetBGMPlayerPaused(PLAYER_FIELD, FALSE);
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Sound_FadeInBGM(MAX_BGM_VOLUME, 40, BGM_FADE_IN_TYPE_FROM_ZERO);
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Sound_FadeInBGM(SOUND_VOLUME_MAX, 40, BGM_FADE_IN_TYPE_FROM_ZERO);
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Sound_SetFieldBGMBankState(FIELD_BGM_BANK_STATE_IDLE);
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}
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@ -456,74 +456,62 @@ void Sound_LoadSoundDataForFieldBGM(u16 seqID, u16 currentBankID)
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}
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}
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static void sub_02004874(u16 param0, int param1)
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static void Sound_Impl_PlayBattleBGM(u16 bgmID, int unused)
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{
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int *v0 = SoundSystem_GetParam(24);
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(void)SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_PERSISTENT);
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sub_0200540C();
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Sound_Impl_PauseOrStopFieldBGM();
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SoundSystem_LoadHeapState(Sound_GetHeapState(SOUND_HEAP_STATE_BGM_BANK));
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Sound_LoadSoundEffectsForScene(5);
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SoundSystem_SaveHeapState(SoundSystem_GetParam(26));
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Sound_LoadSoundEffectsForScene(SOUND_SCENE_BATTLE);
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SoundSystem_SaveHeapState(SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_SFX));
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Sound_SetFieldBGMBankState(FIELD_BGM_BANK_STATE_SWITCH);
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Sound_PlayBGM(param0);
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return;
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Sound_PlayBGM(bgmID);
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}
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static void sub_020048AC(u16 param0, int param1)
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{
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int *v0 = SoundSystem_GetParam(24);
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(void)SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_PERSISTENT);
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Sound_StopWaveOutAndSequences();
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Sound_ClearBGMPauseFlags();
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Sound_LoadSoundEffectsForSceneWithState(SOUND_SCENE_FIELD);
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Sound_PlayBGM(param0);
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return;
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}
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void sub_020048CC(u16 param0, int param1)
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void Sound_Impl_PlayContestBGM(u16 bgmID, int unused)
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{
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int *v0 = SoundSystem_GetParam(24);
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(void)SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_PERSISTENT);
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Sound_StopWaveOutAndSequences();
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Sound_LoadSoundEffectsForSceneWithState(6);
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Sound_LoadSoundEffectsForSceneWithState(SOUND_SCENE_CONTEST);
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Sound_SetFieldBGMBankState(FIELD_BGM_BANK_STATE_SWITCH);
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Sound_PlayBGM(param0);
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return;
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Sound_PlayBGM(bgmID);
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}
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void sub_020048F0(u16 param0, int param1)
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void sub_020048F0(u16 bgmID, int unused)
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{
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int *v0 = SoundSystem_GetParam(24);
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(void)SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_PERSISTENT);
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Sound_StopWaveOutAndSequences();
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Sound_LoadSoundEffectsForSceneWithState(7);
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Sound_SetFieldBGMBankState(FIELD_BGM_BANK_STATE_SWITCH);
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Sound_PlayBGM(param0);
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return;
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Sound_PlayBGM(bgmID);
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}
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static void sub_02004914(u8 param0)
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static void Sound_Impl_LoadSubSceneSoundData(u8 scene)
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{
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Sound_LoadHeapStateBGM();
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Sound_LoadSoundEffectsForScene(param0);
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SoundSystem_SaveHeapState(SoundSystem_GetParam(28));
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return;
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Sound_LoadSoundEffectsForScene(scene);
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SoundSystem_SaveHeapState(SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_SUB_SFX));
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}
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static void sub_02004930(u8 param0, u16 param1, int param2)
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static void Sound_Impl_PlayCutsceneBGM(u8 scene, u16 bgmID, int unused)
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{
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(void)SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_PERSISTENT); // Required to match
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(void)SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_PERSISTENT);
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Sound_StopWaveOutAndSequences();
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Sound_LoadSoundEffectsForSceneWithState(param0);
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Sound_PlayBGM(param1);
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return;
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Sound_LoadSoundEffectsForSceneWithState(scene);
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Sound_PlayBGM(bgmID);
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}
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void sub_02004950(u16 param0)
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@ -531,7 +519,7 @@ void sub_02004950(u16 param0)
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int v0;
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SoundSystem *v1 = SoundSystem_Get();
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sub_0200540C();
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Sound_Impl_PauseOrStopFieldBGM();
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v0 = Sound_PlayBGM(param0);
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return;
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@ -549,7 +537,7 @@ int Sound_GetHeapState(enum SoundHeapState state)
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if (state >= SOUND_HEAP_STATE_COUNT) {
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GF_ASSERT(FALSE);
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param = SoundSystem_GetParam(27);
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param = SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_BGM);
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return *param;
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}
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@ -569,8 +557,8 @@ int Sound_GetHeapState(enum SoundHeapState state)
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case SOUND_HEAP_STATE_BGM:
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param = SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_BGM);
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break;
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case 5:
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param = SoundSystem_GetParam(28);
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case SOUND_HEAP_STATE_SUB_SFX:
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param = SoundSystem_GetParam(SOUND_SYSTEM_PARAM_HEAP_STATE_SUB_SFX);
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break;
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case 6:
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param = SoundSystem_GetParam(29);
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@ -619,12 +607,12 @@ void Sound_FadeVolumeForHandle(enum SoundHandleType handleType, int targetVolume
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void Sound_SetInitialVolumeForHandle(enum SoundHandleType handleType, int volume)
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{
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if (volume < 0) {
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volume = 0;
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if (volume < SOUND_VOLUME_MIN) {
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volume = SOUND_VOLUME_MIN;
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}
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if (volume > 127) {
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volume = 127;
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if (volume > SOUND_VOLUME_MAX) {
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volume = SOUND_VOLUME_MAX;
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}
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NNS_SndPlayerSetInitialVolume(SoundSystem_GetSoundHandle(handleType), volume);
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@ -646,7 +634,7 @@ void Sound_AdjustVolumeForVoiceChatEx(int seqID, enum SoundHandleType handleType
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switch (handleType) {
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case SOUND_HANDLE_TYPE_POKEMON_CRY:
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case 8:
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volume = 127;
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volume = SOUND_VOLUME_MAX;
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break;
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default:
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@ -663,13 +651,12 @@ void Sound_AdjustVolumeForVoiceChatEx(int seqID, enum SoundHandleType handleType
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}
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}
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void sub_02004AD4(u16 param0, int param1)
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void Sound_SetInitialVolumeForSequence(u16 seqID, int volume)
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{
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u8 v0 = Sound_GetPlayerForSequence(param0);
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int v1 = SoundSystem_GetSoundHandleTypeFromPlayerID(v0);
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u8 playerID = Sound_GetPlayerForSequence(seqID);
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enum SoundHandleType handleType = SoundSystem_GetSoundHandleTypeFromPlayerID(playerID);
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Sound_SetInitialVolumeForHandle(v1, param1);
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return;
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Sound_SetInitialVolumeForHandle(handleType, volume);
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}
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BOOL Sound_PlaySequenceWithPlayer(enum SoundHandleType handleType, int playerID, u16 seqID)
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@ -1093,10 +1080,9 @@ BOOL Sound_UpdateFollowUpWaitFrames()
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return *waitFrames;
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}
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void sub_0200500C(int param0)
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void Sound_SetMasterVolume(int volume)
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{
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NNS_SndSetMasterVolume(param0);
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return;
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NNS_SndSetMasterVolume(volume);
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}
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void *sub_02005014(void)
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@ -1138,7 +1124,7 @@ static void Sound_Impl_FadeToBGM(u8 unused1, u16 bgmID, int fadeOutFrames, int f
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{
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const NNSSndArcBankInfo **currentBankInfo = SoundSystem_GetParam(SOUND_SYSTEM_PARAM_CURRENT_BANK_INFO);
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Sound_FadeOutBGM(MIN_BGM_VOLUME, fadeOutFrames);
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Sound_FadeOutBGM(SOUND_VOLUME_MIN, fadeOutFrames);
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Sound_SetCurrentBGM(0);
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Sound_SetNextBGM(bgmID);
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@ -1421,7 +1407,7 @@ void sub_020053CC(int param0)
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return;
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}
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static void sub_0200540C(void)
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static void Sound_Impl_PauseOrStopFieldBGM(void)
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{
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if ((Sound_IsFadeActive() == FALSE) &&
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(Sound_GetSequenceIDFromSoundHandle(SoundSystem_GetSoundHandle(SOUND_HANDLE_TYPE_FIELD_BGM)) != -1) &&
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@ -21,7 +21,7 @@ static void SoundSystem_InitSoundHandles(SoundSystem *soundSys);
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static void SoundSystem_LoadPersistentGroup(SoundSystem *soundSys);
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static void SoundSystem_InitMic();
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static BOOL sub_02003D28();
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static void sub_02003C64();
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static void SoundSystem_UpdateState();
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static void SoundSystem_StopBGM();
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static SoundSystem sSoundSystem;
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@ -60,7 +60,7 @@ void SoundSystem_Update()
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soundSys->fadeCounter--;
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||||
}
|
||||
|
||||
sub_02003C64();
|
||||
SoundSystem_UpdateState();
|
||||
}
|
||||
|
||||
CheckMicRecordingStatus();
|
||||
|
|
@ -79,9 +79,8 @@ void SoundSystem_Update()
|
|||
return;
|
||||
}
|
||||
|
||||
static void sub_02003C64()
|
||||
static void SoundSystem_UpdateState()
|
||||
{
|
||||
int v0;
|
||||
SoundSystem *soundSys = SoundSystem_Get();
|
||||
|
||||
switch (sSoundSystemState) {
|
||||
|
|
@ -115,13 +114,11 @@ static void sub_02003C64()
|
|||
if (Sound_UpdateFollowUpWaitFrames() == 0) {
|
||||
SoundSystem_StopBGM();
|
||||
Sound_PlayBGM(soundSys->nextBGM);
|
||||
Sound_FadeInBGM(MAX_BGM_VOLUME, soundSys->followUpFadeFrames, BGM_FADE_IN_TYPE_FROM_ZERO);
|
||||
Sound_FadeInBGM(SOUND_VOLUME_MAX, soundSys->followUpFadeFrames, BGM_FADE_IN_TYPE_FROM_ZERO);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void SoundSystem_SetState(enum SoundSystemState state)
|
||||
|
|
|
|||
|
|
@ -234,7 +234,7 @@ BOOL ScrCmd_283(ScriptContext *param0)
|
|||
u16 v0 = ScriptContext_GetVar(param0);
|
||||
u16 v1 = ScriptContext_GetVar(param0);
|
||||
|
||||
sub_02004AD4(v0, v1);
|
||||
Sound_SetInitialVolumeForSequence(v0, v1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user