#ifndef GUARD_SOUND_H #define GUARD_SOUND_H enum { FANFARE_LEVEL_UP, FANFARE_OBTAIN_ITEM, FANFARE_EVOLVED, FANFARE_OBTAIN_TMHM, FANFARE_HEAL, FANFARE_OBTAIN_BADGE, FANFARE_MOVE_DELETED, FANFARE_OBTAIN_BERRY, FANFARE_AWAKEN_LEGEND, FANFARE_SLOTS_JACKPOT, FANFARE_SLOTS_WIN, FANFARE_TOO_BAD, FANFARE_RG_POKE_FLUTE, FANFARE_RG_OBTAIN_KEY_ITEM, FANFARE_RG_DEX_RATING, FANFARE_OBTAIN_B_POINTS, FANFARE_OBTAIN_SYMBOL, FANFARE_REGISTER_MATCH_CALL, }; void InitMapMusic(void); void MapMusicMain(void); void ResetMapMusic(void); u16 GetCurrentMapMusic(void); void PlayNewMapMusic(u16 songNum); void StopMapMusic(void); void FadeOutMapMusic(u8 speed); void FadeOutAndPlayNewMapMusic(u16 songNum, u8 speed); void FadeOutAndFadeInNewMapMusic(u16 songNum, u8 fadeOutSpeed, u8 fadeInSpeed); void FadeInNewMapMusic(u16 songNum, u8 speed); bool8 IsNotWaitingForBGMStop(void); void PlayFanfareByFanfareNum(u8 fanfareNum); bool8 WaitFanfare(bool8 stop); void StopFanfareByFanfareNum(u8 fanfareNum); void PlayFanfare(u16 songNum); bool8 IsFanfareTaskInactive(void); void FadeInNewBGM(u16 songNum, u8 speed); void FadeOutBGMTemporarily(u8 speed); bool8 IsBGMPausedOrStopped(void); void FadeInBGM(u8 speed); void FadeOutBGM(u8 speed); bool8 IsBGMStopped(void); void PlayCry1(u16 species, s8 pan); void PlayCry2(u16 species, s8 pan, s8 volume, u8 priority); void PlayCry3(u16 species, s8 pan, u8 mode); void PlayCry4(u16 species, s8 pan, u8 mode); void PlayCry5(u16 species, u8 mode); void PlayCry6(u16 species, s8 pan, u8 mode); void PlayCryInternal(u16 species, s8 pan, s8 volume, u8 priority, u8 mode); bool8 IsCryFinished(void); void StopCryAndClearCrySongs(void); void StopCry(void); bool8 IsCryPlayingOrClearCrySongs(void); bool8 IsCryPlaying(void); void PlayBGM(u16 songNum); void PlaySE(u16 songNum); void PlaySE12WithPanning(u16 songNum, s8 pan); void PlaySE1WithPanning(u16 songNum, s8 pan); void PlaySE2WithPanning(u16 songNum, s8 pan); void SE12PanpotControl(s8 pan); bool8 IsSEPlaying(void); bool8 IsBGMPlaying(void); bool8 IsSpecialSEPlaying(void); #endif // GUARD_SOUND_H