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SndSceneMgr.h
Go to the documentation of this file.
1#pragma once
2
3#include <heap/seadDisposer.h>
4
6{
7public:
9 {
10 // NSMBW | NSMBU (Translated) | NSMBU (Original)
11 cEffect_Soto = 0, // SOTO | Outside | 外
12 cEffect_Chika, // CHIKA | Underground | 地下
13 cEffect_Chika_S, // CHIKA_S | Small Underground | 小地下 | (S = Small)
14 cEffect_Water, // WATER | Underwater | 水中
15 cEffect_Boss, // BOSS | Boss Room | ボス部屋
16 cEffect_Toride, // TORIDE | Fortress / Tower | 砦
17 cEffect_Shiro, // SHIRO | Castle | 城
18 cEffect_Obake, // OBAKE | Haunted House / Ghost House | お化け屋敷
19 cEffect_Dokan, // DOKAN | Painting | 絵画
20 cEffect_Gake, // GAKE | Cliff / Mountain | 崖
21 cEffect_House, // HOUSE | Small Room | 小部屋
22 cEffect_Chika_Sa, // CHIKA_SA | Desert Underground | 砂漠地下 | (Sa = Sabaku)
23 cEffect_Boss_Jr, // BOSS_JR | Jr. Battle | Jr.戦
24 cEffect_Kurayami, // KURAYAMI | Darkness Underground | 暗闇地下
25 cEffect_Chika_Ka, // CHIKA_KA | Volcano Interior / Lava Underground | 火山内部 | (Ka = Kazan)
26 cEffect_Default // DEFAULT | Default (non-course) | デフォルト(コース以外)
27 };
28
30 {
31 cBossClear_Toride = 0, // STRM_BGM_TORIDEBOSS_CREAR
32 cBossClear_Shiro, // STRM_BGM_SHIRO_BOSS_CLEAR
33 cBossClear_Hikousen, // STRM_BGM_HIKOUSENBOSS_CREAR
34 cBossClear_LastBoss, // STRM_BGM_LAST_BOSS_CLEAR
35 cBossClear_LastBoss2, // STRM_BGM_LAST_BOSS2_CLEAR
36 cBossClear_LastBoss_Harp, // STRM_BGM_LAST_BOSS_HARP
37 cBossClear_LastBoss2_Harp, // STRM_BGM_LAST_BOSS2_HARP
39 };
40 static_assert(cBossClear_Num == 7);
41
42public:
44
45 void audioFadeout(u32 = 0);
46
51
54
55 void enterHBM();
56 void exitHBM();
57
58 void exit();
59
61
63
64 // Address: 0x029BFE44
66
67 // Address: 0x029BFE1C
68 bool loadData(u32 itemId);
69
71
72protected:
73 u32 _10[(0x40 - 0x10) / sizeof(u32)];
76 u32 _44[(0x58 - 0x44) / sizeof(u32)];
77};
78static_assert(sizeof(SndSceneMgr) == 0x58);
Definition SndSceneMgr.h:6
u8 _40
Definition SndSceneMgr.h:74
void startBossClearFanfare(BossClearType type)
BossClearType
Definition SndSceneMgr.h:30
@ cBossClear_LastBoss_Harp
Definition SndSceneMgr.h:36
@ cBossClear_Num
Definition SndSceneMgr.h:38
@ cBossClear_Toride
Definition SndSceneMgr.h:31
@ cBossClear_LastBoss
Definition SndSceneMgr.h:34
@ cBossClear_Hikousen
Definition SndSceneMgr.h:33
@ cBossClear_LastBoss2_Harp
Definition SndSceneMgr.h:37
@ cBossClear_Shiro
Definition SndSceneMgr.h:32
@ cBossClear_LastBoss2
Definition SndSceneMgr.h:35
void loadBaseSndGroup()
void exitHBM()
void resetBgmVolumeForMenu()
void audioFadeout(u32=0)
void adjustBgmVolumeForMenu()
bool loadData(u32 itemId)
void enterHBM()
bool isBgmVolumeAdjustedForMenu() const
Definition SndSceneMgr.h:47
void moveMissFin()
bool mIsBgmVolumeAdjustedForMenu
Definition SndSceneMgr.h:75
u32 _44[(0x58 - 0x44)/sizeof(u32)]
Definition SndSceneMgr.h:76
EffectType
Definition SndSceneMgr.h:9
@ cEffect_Default
Definition SndSceneMgr.h:26
@ cEffect_Obake
Definition SndSceneMgr.h:18
@ cEffect_Chika_S
Definition SndSceneMgr.h:13
@ cEffect_Boss_Jr
Definition SndSceneMgr.h:23
@ cEffect_Chika_Sa
Definition SndSceneMgr.h:22
@ cEffect_Gake
Definition SndSceneMgr.h:20
@ cEffect_Water
Definition SndSceneMgr.h:14
@ cEffect_Chika
Definition SndSceneMgr.h:12
@ cEffect_Boss
Definition SndSceneMgr.h:15
@ cEffect_House
Definition SndSceneMgr.h:21
@ cEffect_Kurayami
Definition SndSceneMgr.h:24
@ cEffect_Shiro
Definition SndSceneMgr.h:17
@ cEffect_Chika_Ka
Definition SndSceneMgr.h:25
@ cEffect_Soto
Definition SndSceneMgr.h:11
@ cEffect_Dokan
Definition SndSceneMgr.h:19
@ cEffect_Toride
Definition SndSceneMgr.h:16