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◆ ADSR_ACTION_DECAY
#define ADSR_ACTION_DECAY 0x20 |
◆ ADSR_ACTION_HANG
#define ADSR_ACTION_HANG 0x40 |
◆ ADSR_ACTION_RELEASE
#define ADSR_ACTION_RELEASE 0x10 |
◆ ADSR_DISABLE
◆ ADSR_GOTO
◆ ADSR_HANG
◆ ADSR_RESTART
◆ ADSR_STATE_DECAY
#define ADSR_STATE_DECAY 6 |
◆ ADSR_STATE_DISABLED
#define ADSR_STATE_DISABLED 0 |
◆ ADSR_STATE_FADE
#define ADSR_STATE_FADE 4 |
◆ ADSR_STATE_HANG
#define ADSR_STATE_HANG 5 |
◆ ADSR_STATE_INITIAL
#define ADSR_STATE_INITIAL 1 |
◆ ADSR_STATE_LOOP
#define ADSR_STATE_LOOP 3 |
◆ ADSR_STATE_RELEASE
#define ADSR_STATE_RELEASE 7 |
◆ ADSR_STATE_START_LOOP
#define ADSR_STATE_START_LOOP 2 |
◆ ADSR_STATE_SUSTAIN
#define ADSR_STATE_SUSTAIN 8 |
◆ BSWAP16
#define BSWAP16 |
( |
| x | ) |
(((x) & 0xff) << 8 | (((x) >> 8) & 0xff)) |
◆ adsr_init()
◆ adsr_update()
◆ get_portamento_freq_scale()
◆ get_vibrato_freq_scale()
◆ get_vibrato_pitch_change()
◆ note_vibrato_init()
void note_vibrato_init |
( |
struct Note * | note | ) |
|
◆ note_vibrato_update()
void note_vibrato_update |
( |
struct Note * | note | ) |
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◆ sequence_channel_process_sound()
void sequence_channel_process_sound |
( |
struct SequenceChannel * | seqChannel, |
|
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s32 | recalculateVolume ) |
◆ sequence_player_process_sound()
void sequence_player_process_sound |
( |
struct SequencePlayer * | seqPlayer | ) |
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