#ifndef SPAWN_SOUND_H #define SPAWN_SOUND_H #include struct SoundState { s16 playSound; // if this is 1, the info below will // be used to determine the sound behavior // for the object. if 0, this is skipped. s8 animFrame1; // the sound state provides 2 anim frames for // when the provided sound can be played. // these 2 variables probably coorespond to // left/right foot. s8 animFrame2; s32 soundMagic; }; void cur_obj_play_sound_1(s32 soundMagic); void cur_obj_play_sound_2(s32 soundMagic); void create_sound_spawner(s32 soundMagic); void exec_anim_sound_state(struct SoundState *soundStates); #endif // SPAWN_SOUND_H