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GameAudio::AudioObjctEmy Member List

This is the complete list of members for GameAudio::AudioObjctEmy, including all inherited members.

ACTOR_PLAYER_COUNTnw::snd::SoundActorstatic
ActorPlayer typedefnw::snd::SoundActorprivate
AudioObjctEmy(ObjType type=ObjType(0), nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN)GameAudio::AudioObjctEmyinline
calc(const sead::Vector2f &pos)GameAudio::AudioObjctEmyinline
calc(const sead::Vector3f &pos)GameAudio::AudioObjctEmyinline
cExtraHandleNumNMSndObjectBasestatic
cHandleNumNMSndObjectstatic
cObjType_Max enum valueNMSndObjectBase
cPlayableSoundNumNMSndObjectstatic
detail_GetActorParam() constnw::snd::SoundActor
detail_GetActorPlayer(int actorPlayerId)nw::snd::SoundActor
detail_GetItemId(const char *pString) overridenw::snd::SoundActorprivatevirtual
detail_SetupSound(SoundHandle *handle, u32 soundId, bool holdFlag, const SoundStartable::StartInfo *startInfo) overridenw::snd::SoundActorprivatevirtual
detail_SetupSoundWithAmbientInfo(SoundHandle *handle, u32 soundId, const SoundStartable::StartInfo *startInfo, internal::BasicSound::AmbientInfo *ambientInfo, void *setupArg)nw::snd::SoundActorvirtual
Finalize()nw::snd::SoundActor
ForEachSound(Function function, bool reverse=false)nw::snd::SoundActor
ForEachSoundRef(Function &function, bool reverse=false)nw::snd::SoundActor
GetDrcOutVolume(u32 drcIndex=0) constnw::snd::SoundActor
GetDrcPan(u32 drcIndex=0) constnw::snd::SoundActor
GetMainOutVolume() constnw::snd::SoundActor
GetPan() constnw::snd::SoundActor
GetPitch() constnw::snd::SoundActor
GetPlayableSoundCount(int actorPlayerId) constnw::snd::SoundActor
GetPlayingSoundCount(int actorPlayerId) constnw::snd::SoundActor
GetVolume() constnw::snd::SoundActor
HoldSound(SoundHandle *pHandle, SoundArchive::ItemId soundId, const StartInfo *pHoldInfo=NULL)nw::snd::SoundStartable
HoldSound(SoundHandle *pHandle, const char *pSoundName, const StartInfo *pHoldInfo=NULL)nw::snd::SoundStartable
holdSound(const char *label, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN) overrideGameAudio::AudioObjctEmyinlinevirtual
holdSound(const char *label, s16 seq_var, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN) overrideGameAudio::AudioObjctEmyinlinevirtual
holdSound(const char *label, const sead::Vector2f &pos, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN) overrideGameAudio::AudioObjctEmyinlinevirtual
holdSound(const char *label, const sead::Vector3f &pos, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN)GameAudio::AudioObjctEmyinline
holdSound_(const char *label, nw::snd::OutputLine line_flag)NMSndObjectprotected
holdSound_(const char *label, s16 seq_var, nw::snd::OutputLine line_flag)NMSndObjectprotected
holdSound_(const char *label, const sead::Vector2f &pos, nw::snd::OutputLine line_flag)NMSndObjectprotected
Initialize(SoundArchivePlayer &soundArchivePlayer)nw::snd::SoundActor
m_ActorParamnw::snd::SoundActorprivate
m_ActorPlayernw::snd::SoundActorprivate
m_IsFinalizednw::snd::SoundActorprivate
m_IsInitializednw::snd::SoundActorprivate
m_pSoundArchivePlayernw::snd::SoundActorprivate
mHandleNumNMSndObjectBaseprotected
mOutputLineNMSndObjectBaseprotected
mPosNMSndObjectprotected
mSnd2DCalcNMSndObjectBaseprotected
mSnd2DCalcPrmNMSndObjectprotected
mSoundHandlePrmNMSndObjectprotected
mTypeNMSndObjectBaseprotected
NMSndObject(ObjType type, nw::snd::OutputLine line_flag)NMSndObject
NMSndObjectBase(ObjType type, sead::AudioPlayer *player)NMSndObjectBase
ObjType enum nameNMSndObjectBase
PauseAllSound(bool flag, int fadeFrames)nw::snd::SoundActor
PrepareSound(SoundHandle *pHandle, SoundArchive::ItemId soundId, const StartInfo *pStartInfo=NULL)nw::snd::SoundStartable
PrepareSound(SoundHandle *pHandle, const char *pSoundName, const StartInfo *pStartInfo=NULL)nw::snd::SoundStartable
prepareSound(const char *label, nw::snd::OutputLine line_flag)NMSndObjectvirtual
SetDrcOutVolume(f32 volume, u32 drcIndex=0)nw::snd::SoundActor
SetDrcPan(f32 pan, u32 drcIndex=0)nw::snd::SoundActor
SetMainOutVolume(f32 volume)nw::snd::SoundActor
setOutputLine(nw::snd::OutputLine line_flag)NMSndObjectBaseinline
SetPan(f32 pan)nw::snd::SoundActor
SetPitch(f32 pitch)nw::snd::SoundActor
SetPlayableSoundCount(int actorPlayerId, int count)nw::snd::SoundActor
SetupSound(SoundHandle *handle, u32 soundId, const SoundStartable::StartInfo *startInfo, void *setupArg)nw::snd::SoundActorprotectedvirtual
SetVolume(f32 volume)nw::snd::SoundActor
SndObjctEmy(ObjType type, nw::snd::OutputLine line_flag)SndObjctEmyinline
SoundActor(SoundArchivePlayer &soundArchivePlayer)nw::snd::SoundActor
SoundActor()nw::snd::SoundActor
StartSound(SoundHandle *pHandle, SoundArchive::ItemId soundId, const StartInfo *pStartInfo=NULL)nw::snd::SoundStartable
StartSound(SoundHandle *pHandle, const char *pSoundName, const StartInfo *pStartInfo=NULL)nw::snd::SoundStartable
startSound(const char *label, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN) overrideGameAudio::AudioObjctEmyinlinevirtual
startSound(const char *label, s16 seq_var, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN) overrideGameAudio::AudioObjctEmyinlinevirtual
startSound(const char *label, const sead::Vector2f &pos, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN) overrideGameAudio::AudioObjctEmyinlinevirtual
startSound(const char *label, const sead::Vector3f &pos, nw::snd::OutputLine line_flag=nw::snd::OUTPUT_LINE_MAIN)GameAudio::AudioObjctEmyinline
startSound_(const char *label, nw::snd::OutputLine line_flag)NMSndObjectprotected
startSound_(const char *label, s16 seq_var, nw::snd::OutputLine line_flag)NMSndObjectprotected
startSound_(const char *label, const sead::Vector2f &pos, nw::snd::OutputLine line_flag)NMSndObjectprotected
StopAllSound(int fadeFrames)nw::snd::SoundActor
vf34(const char *label, s32 actor_player_id)NMSndObjectBasevirtual
~NMSndObjectBase() overrideNMSndObjectBase
~SoundActor() overridenw::snd::SoundActor
~SoundStartable()nw::snd::SoundStartablevirtual