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oot/src/code/z_sfx_source.c

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#include "global.h"
void SfxSource_InitAll(PlayState* play) {
SfxSource* sources = &play->sfxSources[0];
s32 i;
// clang-format off
for (i = 0; i < ARRAY_COUNT(play->sfxSources); i++) { sources[i].countdown = 0; }
// clang-format on
}
void SfxSource_UpdateAll(PlayState* play) {
SfxSource* source = &play->sfxSources[0];
s32 i;
for (i = 0; i < ARRAY_COUNT(play->sfxSources); i++) {
if (source->countdown != 0) {
if (DECR(source->countdown) == 0) {
Audio_StopSfxByPos(&source->projectedPos);
} else {
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
}
}
source++;
}
}
void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId) {
s32 countdown;
SfxSource* source;
s32 smallestCountdown = 0xFFFF;
SfxSource* backupSource;
s32 i;
source = &play->sfxSources[0];
for (i = 0; i < ARRAY_COUNT(play->sfxSources); i++) {
if (source->countdown == 0) {
break;
}
// Store the sfx source with the smallest remaining countdown
countdown = source->countdown;
if (countdown < smallestCountdown) {
smallestCountdown = countdown;
backupSource = source;
}
source++;
}
// If no sfx source is available, replace the sfx source with the smallest remaining countdown
if (i >= ARRAY_COUNT(play->sfxSources)) {
source = backupSource;
Audio_StopSfxByPos(&source->projectedPos);
}
source->worldPos = *worldPos;
source->countdown = duration;
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
Audio_PlaySfxGeneral(sfxId, &source->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}