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Document code_800F9280.c -> audio_seqcmd.c i.e. (Audio_QueueSeqCmd) (#1234)
* Document SoundSources * PR Suggestions * Duration timers to dec * `PlaySfxByPosAndId` -> `PlaySoundByPosition` * Begin importing docs from MM * Finish cleanup using code from MM * Start documenting commands * First attempt at thorough AudioSeqCmd wrappers * Improve names * Merge branch 'master' into audio_seqCmd fix name to minimize conflicts * Combine macros, implement them through repo * Improve docs * More progress, begin sequence command docs * seqcmd.h * More documentation of seqcmd.h * More docs * cleanup * More cleanup * More docs * VOL_SCALE_INDEX enum * missed enums * More Cleanup * docs * More docs * Add comments about sfxChannelLayout * More cleanup * Even better docs * Add a file description * small touchups * More cleanup of comments * more * More cleanup * More cleanup * Missing space * typos * Audio_SetVolumeScaleNow * More cleanup * Fill in enum * one more cleanup * Capitalize macros * remove AUDIO_ * cleanup * more cleanup * Small Fix * Add a lot of backticks for docs * Restructuring docs * More cleanup * swap channel args, cleanup * Typos * Many suggestions, revert filename * pr suggestions * even more PR * more pr suggestions * pr suggestion
This commit is contained in:
parent
a99d41bf35
commit
062f4d8e15
43 changed files with 1483 additions and 857 deletions
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@ -107,8 +107,8 @@ void func_808BAF40(BgTokiSwd* this, PlayState* play) {
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} else {
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play->csCtx.segment = D_808BB7A0;
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}
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_MASTER_SWORD);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_MASTER_SWORD);
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gSaveContext.cutsceneTrigger = 1;
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this->actor.parent = NULL;
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BgTokiSwd_SetupAction(this, func_808BB0AC);
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@ -319,7 +319,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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BossDodongo_Walk(this, play);
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if (this->unk_196 == 1) {
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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}
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if (this->unk_196 == 0) {
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@ -407,7 +407,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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SEGMENTED_TO_VIRTUAL(&object_kingdodongo_Blob_017410), 0xA0, 0xB4, 0x80,
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0x28);
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}
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_FIRE_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_FIRE_BOSS);
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}
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if (this->unk_198 == 0) {
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@ -1284,7 +1284,7 @@ void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
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this->csState = 0;
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this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
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this->unk_1BC = 1;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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}
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void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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@ -1598,7 +1598,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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}
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if (this->unk_1DA == 820) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
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Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART,
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Math_SinS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.x,
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this->actor.world.pos.y,
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@ -185,7 +185,7 @@ void BossFd_Init(Actor* thisx, PlayState* play) {
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SkelAnime_Init(play, &this->skelAnimeLeftArm, &gVolvagiaLeftArmSkel, &gVolvagiaLeftArmEmergeAnim, NULL, NULL, 0);
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this->introState = BFD_CS_WAIT;
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if (this->introState == BFD_CS_NONE) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_FIRE_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_FIRE_BOSS);
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}
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this->actor.world.pos.x = this->actor.world.pos.z = 0.0f;
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@ -486,7 +486,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
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}
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if (this->timers[3] == 160) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_FIRE_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_FIRE_BOSS);
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}
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if ((this->timers[3] == 130) && !GET_EVENTCHKINF(EVENTCHKINF_73)) {
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TitleCard_InitBossName(play, &play->actorCtx.titleCtx,
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@ -743,7 +743,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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if (this->skinSegments != 0) {
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this->skinSegments--;
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if (this->skinSegments == 0) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
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}
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} else {
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this->work[BFD_ACTION_STATE] = BOSSFD_BONES_FALL;
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@ -884,7 +884,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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BossFd2_SetupDeath(this, play);
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this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
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this->work[FD2_INVINC_TIMER] = 30000;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
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Enemy_StartFinishingBlow(play, &this->actor);
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} else if (damage) {
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@ -575,7 +575,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
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this->unk_198 = 2;
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this->timers[2] = 110;
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gSaveContext.healthAccumulator = 0x140;
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Audio_QueueSeqCmd(NA_BGM_STOP);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
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} else {
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this->useOpenHand = true;
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BossGanon_SetIntroCsCamera(this, 0);
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@ -807,7 +807,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
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BossGanon_SetIntroCsCamera(this, 9);
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if (this->csTimer == 30) {
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Audio_QueueSeqCmd(0x100100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfStopPlayingOrganAnim);
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Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfStopPlayingOrganAnim, -5.0f);
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}
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@ -1074,7 +1074,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
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sCape->attachShouldersTimer = 18.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
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this->unk_198 = 0;
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_GANONDORF_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_GANONDORF_BOSS);
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}
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if (this->csTimer == 50) {
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@ -2738,7 +2738,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DD_THUNDER);
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func_80078914(&sZeroVec, NA_SE_EN_LAST_DAMAGE);
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Audio_QueueSeqCmd(0x100100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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this->screenFlashTimer = 4;
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} else {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_DAMAGE2);
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@ -296,7 +296,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
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this->unk_339 = 4;
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if (this->unk_398 == 10) {
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func_80078914(&D_80906D6C, NA_SE_EV_STONE_BOUND);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
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}
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if (this->unk_398 == 20) {
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sZelda->unk_3C8 = 3;
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@ -447,7 +447,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
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this->actor.world.pos.x = -200.0f;
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this->actor.world.pos.y = this->actor.world.pos.y - 30.0f;
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this->actor.world.pos.z = -200.0f;
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_OPENING_GANON);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_OPENING_GANON);
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} else {
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break;
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}
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@ -592,7 +592,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
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case 18:
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this->unk_339 = 6;
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if (this->unk_398 == 30) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_GANON_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_GANON_BOSS);
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}
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Math_ApproachF(&this->unk_30C, 7.0f, 1.0f, 0.1f);
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Math_ApproachF(&this->subCamEye.x, (this->actor.world.pos.x + 500.0f) - 350.0f, 0.1f, 1.0f);
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@ -1694,7 +1694,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
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this->subCamAt.z = D_80907050[phi_a1].z + player->actor.world.pos.z;
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}
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if (this->unk_398 > 80) {
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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this->unk_39C = 75;
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this->unk_398 = 0;
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this->subCamEye.x = 112.0f;
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@ -928,7 +928,7 @@ void BossGanondrof_SetupDeath(BossGanondrof* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, &gPhantomGanonDeathBlowAnim);
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this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonDeathBlowAnim);
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this->actionFunc = BossGanondrof_Death;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_DEAD);
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this->deathState = DEATH_START;
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this->actor.flags &= ~ACTOR_FLAG_0;
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@ -1101,7 +1101,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
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holdCamera = true;
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bodyDecayLevel = 10;
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if (this->timers[0] == 150) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
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Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
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GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
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}
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@ -407,7 +407,7 @@ void BossGoma_SetupDefeated(BossGoma* this, PlayState* play) {
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this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
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this->actor.speedXZ = 0.0f;
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this->actor.shape.shadowScale = 0.0f;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DEAD);
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}
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@ -659,7 +659,7 @@ void BossGoma_SetupEncounterState4(BossGoma* this, PlayState* play) {
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this->subCamAt.y = this->actor.world.pos.y;
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this->subCamAt.z = this->actor.world.pos.z;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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}
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/**
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@ -924,7 +924,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
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0xA0, 0xB4, 0x80, 0x28);
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}
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
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SET_EVENTCHKINF(EVENTCHKINF_70);
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}
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@ -1108,7 +1108,7 @@ void BossGoma_Defeated(BossGoma* this, PlayState* play) {
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Math_SmoothStepToF(&this->subCamAt.z, this->firstTailLimbWorldPos.z, 0.2f, 50.0f, 0.1f);
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if (this->timer == 80) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
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}
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if (this->timer == 0) {
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@ -360,7 +360,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
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return;
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}
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if (GET_EVENTCHKINF(EVENTCHKINF_74)) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
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this->tentMaxAngle = 5.0f;
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this->timers[0] = 50;
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} else {
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@ -1101,7 +1101,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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-280.0f, this->actor.world.pos.z, 0, 0, 0, WARP_DUNGEON_ADULT);
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Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 200.0f, -280.0f,
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this->actor.world.pos.z, 0, 0, 0, 0);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
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Flags_SetClear(play, play->roomCtx.curRoom.num);
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}
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}
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@ -1236,7 +1236,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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this->actor.world.rot.y = 0x721A;
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sMorphaTent1->work[MO_TENT_ACTION_STATE] = MO_TENT_READY;
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sMorphaTent1->timers[0] = 30000;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x3200FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 50);
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Message_CloseTextbox(play);
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} else {
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break;
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@ -1417,7 +1417,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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this->subCamAccel = 0.01f;
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}
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if (this->timers[2] == 150) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
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}
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if (this->timers[2] == 130) {
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TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gMorphaTitleCardTex), 0xA0,
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@ -1775,7 +1775,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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((sMorphaTent1->subCamId == SUB_CAM_ID_DONE) && (sMorphaTent2 != NULL) &&
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(sMorphaTent2->subCamId == SUB_CAM_ID_DONE))) {
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Enemy_StartFinishingBlow(play, &this->actor);
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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this->csState = MO_DEATH_START;
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sMorphaTent1->drawActor = false;
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sMorphaTent1->work[MO_TENT_ACTION_STATE] = MO_TENT_DEATH_START;
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@ -3576,11 +3576,11 @@ void BossMo_Unknown(void) {
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if (BREG(32) != 0) {
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BREG(32)--;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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func_80078914(&zeroVec, unkSfx[BREG(33)]);
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}
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if (BREG(34) != 0) {
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BREG(34) = 0;
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | (u16)BREG(35));
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, BREG(35));
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}
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}
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@ -381,7 +381,7 @@ void BossSst_HeadSetupIntro(BossSst* this, PlayState* play) {
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}
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Play_CameraSetAtEye(play, sSubCamId, &sSubCamAt, &sSubCamEye);
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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this->actionFunc = BossSst_HeadIntro;
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}
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@ -601,7 +601,7 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) {
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TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gBongoTitleCardTex),
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160, 180, 128, 40);
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}
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
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SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
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Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeCloseAnim, -5.0f);
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BossSst_HeadSfx(this, NA_SE_EN_SHADEST_DISAPPEAR);
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}
|
||||
|
@ -1015,7 +1015,7 @@ void BossSst_HeadSetupDeath(BossSst* this, PlayState* play) {
|
|||
this->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
|
||||
sHands[LEFT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
|
||||
sHands[RIGHT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
sSubCamId = Play_CreateSubCamera(play);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
|
||||
Play_ChangeCameraStatus(play, sSubCamId, CAM_STAT_ACTIVE);
|
||||
|
@ -1160,7 +1160,7 @@ void BossSst_HeadMelt(BossSst* this, PlayState* play) {
|
|||
void BossSst_HeadSetupFinish(BossSst* this) {
|
||||
this->actor.draw = BossSst_DrawEffects;
|
||||
this->timer = 40;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
|
||||
BossSst_SetCameraTargets(1.0 / 40, 6);
|
||||
this->actionFunc = BossSst_HeadFinish;
|
||||
}
|
||||
|
|
|
@ -519,7 +519,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
|
|||
this->actor.world.pos.x = -600.0f;
|
||||
this->actor.world.pos.y = 400.0f;
|
||||
this->actor.world.pos.z = 0.0f;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
} else {
|
||||
BossTw_SetupCSWait(this, play);
|
||||
}
|
||||
|
@ -1512,7 +1512,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
|
|||
this->workf[UNK_F9] = 0.0f;
|
||||
this->workf[UNK_F10] = 0.0f;
|
||||
this->workf[UNK_F11] = 600.0f;
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xC800FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 200);
|
||||
this->work[CS_TIMER_2] = 0;
|
||||
FALLTHROUGH;
|
||||
case 1:
|
||||
|
@ -1641,7 +1641,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
|
|||
this->timers[0] = 50;
|
||||
func_8002DF54(play, &this->actor, 2);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1782,7 +1782,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
if (this->csSfxTimer == 180) {
|
||||
func_80078914(&D_8094A7D0, NA_SE_EN_TWINROBA_LAUGH);
|
||||
func_80078914(&D_8094A7D0, NA_SE_EN_TWINROBA_LAUGH2);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_KOTAKE_KOUME);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KOTAKE_KOUME);
|
||||
}
|
||||
|
||||
this->csSfxTimer++;
|
||||
|
@ -2206,7 +2206,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->work[CS_TIMER_1] == 90) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x5A00FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 90);
|
||||
}
|
||||
|
||||
if (this->work[CS_TIMER_1] == 120) {
|
||||
|
@ -2217,7 +2217,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
|
|||
TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(object_tw_Blob_02E170),
|
||||
0xA0, 0xB4, 0x80, 0x28);
|
||||
SET_EVENTCHKINF(EVENTCHKINF_75);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
}
|
||||
|
||||
if (this->work[CS_TIMER_1] >= 160) {
|
||||
|
@ -2512,7 +2512,7 @@ void BossTw_DeathCSMsgSfx(BossTw* this, PlayState* play) {
|
|||
|
||||
if (this->work[CS_TIMER_2] == 820) {
|
||||
msgId1 = 0x6057;
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x5000FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 80);
|
||||
}
|
||||
|
||||
if (this->work[CS_TIMER_2] == 860) {
|
||||
|
@ -2688,7 +2688,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
|
|||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
|
||||
this->subCamEye = mainCam->eye;
|
||||
this->subCamAt = mainCam->at;
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
break;
|
||||
case 1:
|
||||
spD0.x = Math_SinS(this->actor.world.rot.y) * 200.0f;
|
||||
|
@ -2763,7 +2763,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
|
|||
sKoumePtr->visible = 1;
|
||||
sKotakePtr->visible = 1;
|
||||
func_80078884(NA_SE_EN_TWINROBA_TRANSFORM);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_KOTAKE_KOUME);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KOTAKE_KOUME);
|
||||
this->csState2 = 3;
|
||||
this->work[CS_TIMER_2] = 0;
|
||||
this->subCamYaw = this->subCamYawStep = this->actor.speedXZ = this->subCamDistStep = 0.0f;
|
||||
|
@ -2811,7 +2811,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
|
|||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
func_80064534(play, &play->csCtx);
|
||||
func_8002DF54(play, &this->actor, 7);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
|
||||
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 600.0f, 230.0f, 0.0f, 0, 0, 0,
|
||||
WARP_DUNGEON_ADULT);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.f, 0.0f, 0, 0, 0, 0);
|
||||
|
|
|
@ -957,7 +957,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
|
|||
play->envCtx.lightSettingOverride = 1;
|
||||
func_8002DF54(play, &this->actor, 8);
|
||||
} else if (this->timer >= 35000) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
}
|
||||
|
||||
this->timer += this->unk_1F2;
|
||||
|
@ -1512,7 +1512,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
void BossVa_SetupBodyDeath(BossVa* this, PlayState* play) {
|
||||
func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, 1.0f);
|
||||
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
this->vaCamRotMod = 0xC31;
|
||||
sCsState = DEATH_START;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
@ -1597,7 +1597,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
|
|||
break;
|
||||
case DEATH_CORE_BURST:
|
||||
if (this->timer == 13) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
|
||||
}
|
||||
|
||||
this->timer--;
|
||||
|
|
|
@ -376,7 +376,7 @@ void DoorWarp1_ChooseInitialAction(DoorWarp1* this, PlayState* play) {
|
|||
void DoorWarp1_AwaitClearFlag(DoorWarp1* this, PlayState* play) {
|
||||
if (Flags_GetTempClear(play, this->actor.room)) {
|
||||
this->warpTimer = 200;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
|
||||
DoorWarp1_SetupAction(this, func_809995D4);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -159,7 +159,7 @@ void EnDntDemo_Judge(EnDntDemo* this, PlayState* play) {
|
|||
if (!GET_ITEMGETINF(ITEMGETINF_1E)) {
|
||||
reaction = DNT_SIGNAL_CELEBRATE;
|
||||
this->prize = DNT_PRIZE_STICK;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_SARIA_THEME);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_SARIA_THEME);
|
||||
break;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
|
@ -208,17 +208,17 @@ void EnDntDemo_Judge(EnDntDemo* this, PlayState* play) {
|
|||
this->action = sResultValues[resultIdx][1];
|
||||
switch (this->action) {
|
||||
case DNT_ACTION_LOW_RUPEES:
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_COURTYARD);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_COURTYARD);
|
||||
break;
|
||||
case DNT_ACTION_ATTACK:
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
OnePointCutscene_Init(play, 2350, -99, &this->scrubs[3]->actor, CAM_ID_MAIN);
|
||||
}
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ENEMY | 0x800);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 8, NA_BGM_ENEMY);
|
||||
break;
|
||||
case DNT_ACTION_DANCE:
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_SHOP);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_SHOP);
|
||||
break;
|
||||
}
|
||||
osSyncPrintf("\n\n");
|
||||
|
|
|
@ -358,7 +358,7 @@ void EnDntJiji_Return(EnDntJiji* this, PlayState* play) {
|
|||
if ((this->stage->actor.update != NULL) && (this->stage->leaderSignal == DNT_SIGNAL_NONE)) {
|
||||
this->stage->leaderSignal = DNT_SIGNAL_HIDE;
|
||||
this->stage->action = DNT_ACTION_ATTACK;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ENEMY | 0x800);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 8, NA_BGM_ENEMY);
|
||||
}
|
||||
}
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
|
|
@ -52,7 +52,7 @@ void func_809FFDC8(EnEg* this, PlayState* play) {
|
|||
// Void the player out
|
||||
Play_TriggerRespawn(play);
|
||||
gSaveContext.respawnFlag = -2;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK;
|
||||
EnEg_PlayVoidOutSFX();
|
||||
voided = true;
|
||||
|
|
|
@ -2548,7 +2548,7 @@ void EnHorse_UpdateHorsebackArchery(EnHorse* this, PlayState* play) {
|
|||
if ((play->interfaceCtx.hbaAmmo == 0) || (this->hbaFlags & 2)) {
|
||||
if (this->hbaFlags & 4) {
|
||||
this->hbaFlags &= ~4;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HORSE_GOAL);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_HORSE_GOAL);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -182,7 +182,7 @@ s32 EnHorseGameCheck_UpdateIngoRace(EnHorseGameCheckBase* base, PlayState* play)
|
|||
if (this->playerFinish > 0) {
|
||||
this->result = INGORACE_PLAYER_WIN;
|
||||
this->finishTimer = 55;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HORSE_GOAL);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_HORSE_GOAL);
|
||||
Audio_PlaySfxGeneral(NA_SE_SY_START_SHOT, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
}
|
||||
|
@ -198,7 +198,7 @@ s32 EnHorseGameCheck_UpdateIngoRace(EnHorseGameCheckBase* base, PlayState* play)
|
|||
this->result = INGORACE_INGO_WIN;
|
||||
this->finishTimer = 70;
|
||||
ingoHorse->stateFlags |= ENHORSE_INGO_WON;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HORSE_GOAL);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_HORSE_GOAL);
|
||||
Audio_PlaySfxGeneral(NA_SE_SY_START_SHOT, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
}
|
||||
|
@ -207,12 +207,12 @@ s32 EnHorseGameCheck_UpdateIngoRace(EnHorseGameCheckBase* base, PlayState* play)
|
|||
}
|
||||
}
|
||||
if (((player2->rideActor != NULL) && AT_RANCH_EXIT(player2->rideActor)) || AT_RANCH_EXIT(&player2->actor)) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HORSE_GOAL);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_HORSE_GOAL);
|
||||
this->result = INGORACE_INGO_WIN;
|
||||
this->finishTimer = 20;
|
||||
}
|
||||
if ((gSaveContext.timer1Value >= 180) && (this->startFlags & 2)) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HORSE_GOAL);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_HORSE_GOAL);
|
||||
this->result = INGORACE_TIME_UP;
|
||||
this->finishTimer = 20;
|
||||
}
|
||||
|
@ -378,7 +378,7 @@ s32 EnHorseGameCheck_UpdateMalonRace(EnHorseGameCheckBase* base, PlayState* play
|
|||
this->finishTimer = 30;
|
||||
} else if (this->fenceCheck[15] == 1) {
|
||||
this->lapCount = 2;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HORSE_GOAL);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_HORSE_GOAL);
|
||||
Audio_PlaySfxGeneral(NA_SE_SY_START_SHOT, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
this->result = MALONRACE_SUCCESS;
|
||||
|
|
|
@ -93,7 +93,7 @@ void EnOkarinaEffect_ManageStorm(EnOkarinaEffect* this, PlayState* play) {
|
|||
play->envCtx.precipitation[PRECIP_SOS_MAX] = 0;
|
||||
if (play->csCtx.state == CS_STATE_IDLE) {
|
||||
Environment_StopStormNatureAmbience(play);
|
||||
} else if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_NATURE_AMBIENCE) {
|
||||
} else if (Audio_GetActiveSeqId(SEQ_PLAYER_BGM_MAIN) == NA_BGM_NATURE_AMBIENCE) {
|
||||
Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_LIGHTNING, CHANNEL_IO_PORT_1, 0);
|
||||
Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_RAIN, CHANNEL_IO_PORT_1, 0);
|
||||
}
|
||||
|
|
|
@ -243,7 +243,7 @@ void func_80ABF4C8(EnOkarinaTag* this, PlayState* play) {
|
|||
case 2:
|
||||
play->csCtx.segment = D_80ABF9D0;
|
||||
gSaveContext.cutsceneTrigger = 1;
|
||||
func_800F574C(1.18921f, 0x5A);
|
||||
func_800F574C(1.18921f, 90);
|
||||
break;
|
||||
case 4:
|
||||
play->csCtx.segment = D_80ABFB40;
|
||||
|
|
|
@ -340,7 +340,7 @@ void func_80ACA76C(EnOwl* this, PlayState* play) {
|
|||
func_8002DF54(play, &this->actor, 8);
|
||||
|
||||
if (Actor_TextboxIsClosing(&this->actor, play)) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
|
||||
func_80ACA62C(this, play);
|
||||
this->actor.flags &= ~ACTOR_FLAG_16;
|
||||
}
|
||||
|
@ -350,7 +350,7 @@ void func_80ACA7E0(EnOwl* this, PlayState* play) {
|
|||
func_8002DF54(play, &this->actor, 8);
|
||||
|
||||
if (Actor_TextboxIsClosing(&this->actor, play)) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
|
||||
if ((this->unk_3EE & 0x3F) == 0) {
|
||||
func_80ACA62C(this, play);
|
||||
} else {
|
||||
|
@ -550,7 +550,7 @@ void func_80ACB03C(EnOwl* this, PlayState* play) {
|
|||
func_8002DF54(play, &this->actor, 8);
|
||||
|
||||
if (Actor_TextboxIsClosing(&this->actor, play)) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
|
||||
func_80ACA62C(this, play);
|
||||
this->actor.flags &= ~ACTOR_FLAG_16;
|
||||
}
|
||||
|
@ -579,7 +579,7 @@ void EnOwl_WaitZoraRiver(EnOwl* this, PlayState* play) {
|
|||
|
||||
void func_80ACB148(EnOwl* this, PlayState* play) {
|
||||
if (Actor_TextboxIsClosing(&this->actor, play)) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
|
||||
func_80ACA5C8(this);
|
||||
this->actionFunc = func_80ACC30C;
|
||||
Flags_SetSwitch(play, 0x23);
|
||||
|
@ -600,7 +600,7 @@ void EnOwl_WaitHyliaShortcut(EnOwl* this, PlayState* play) {
|
|||
|
||||
void func_80ACB22C(EnOwl* this, PlayState* play) {
|
||||
if (Actor_TextboxIsClosing(&this->actor, play)) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
|
||||
func_80ACA5C8(this);
|
||||
this->actionFunc = func_80ACC30C;
|
||||
}
|
||||
|
@ -608,7 +608,7 @@ void func_80ACB22C(EnOwl* this, PlayState* play) {
|
|||
|
||||
void func_80ACB274(EnOwl* this, PlayState* play) {
|
||||
if (Actor_TextboxIsClosing(&this->actor, play)) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
|
||||
this->actionFunc = EnOwl_WaitDeathMountainShortcut;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -505,6 +505,6 @@ void EnSyatekiMan_Draw(Actor* thisx, PlayState* play) {
|
|||
void EnSyatekiMan_SetBgm(void) {
|
||||
if (BREG(80)) {
|
||||
BREG(80) = false;
|
||||
Audio_QueueSeqCmd(sBgmList[BREG(81)]);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, sBgmList[BREG(81)]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -708,7 +708,7 @@ void func_80B154FC(EnTa* this, PlayState* play) {
|
|||
this->unk_2E0 &= ~0x10;
|
||||
this->unk_2E0 &= ~0x100;
|
||||
SET_EVENTINF(EVENTINF_HORSES_08);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
|
||||
this->unk_2E0 &= ~0x200;
|
||||
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
|
||||
return;
|
||||
|
@ -737,7 +737,7 @@ void func_80B154FC(EnTa* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (gSaveContext.timer1Value == 0 && !Play_InCsMode(play)) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
|
||||
this->unk_2E0 &= ~0x200;
|
||||
func_80078884(NA_SE_SY_FOUND);
|
||||
gSaveContext.timer1State = 0;
|
||||
|
|
|
@ -241,7 +241,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
if (play->csCtx.frames == 1020) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_FANFARE << 24 | NA_BGM_OPENING_GANON);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_FANFARE, 0, 0, NA_BGM_OPENING_GANON);
|
||||
}
|
||||
if (play->csCtx.frames == 960) {
|
||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
|
|
|
@ -86,7 +86,7 @@ void EnZl3_Destroy(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80B53468(void) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ESCAPE);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_ESCAPE);
|
||||
}
|
||||
|
||||
BossGanon2* func_80B53488(EnZl3* this, PlayState* play) {
|
||||
|
|
|
@ -142,7 +142,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
|
|||
}
|
||||
if (this->timers[0] == 51) {
|
||||
Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
}
|
||||
if (this->timers[0] == 0) {
|
||||
EnfHG_SetupApproach(this, play, Rand_ZeroOne() * 5.99f);
|
||||
|
@ -158,7 +158,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
|
|||
this->cutsceneState = INTRO_FENCE;
|
||||
this->timers[0] = 60;
|
||||
this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y - 7.0f;
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
SET_EVENTCHKINF(EVENTCHKINF_72);
|
||||
Flags_SetSwitch(play, 0x23);
|
||||
FALLTHROUGH;
|
||||
|
@ -195,7 +195,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
|
|||
func_8002DF54(play, &this->actor, 9);
|
||||
}
|
||||
if (this->timers[0] == 1) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_OPENING_GANON);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_OPENING_GANON);
|
||||
}
|
||||
Math_ApproachF(&this->subCamEye.x, GND_BOSSROOM_CENTER_X + 40.0f, 0.05f, this->subCamVelFactor * 20.0f);
|
||||
Math_ApproachF(&this->subCamEye.y, GND_BOSSROOM_CENTER_Y + 37.0f, 0.05f, this->subCamVelFactor * 20.0f);
|
||||
|
@ -284,7 +284,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
|
|||
this->bossGndSignal = FHG_RIDE;
|
||||
}
|
||||
if (this->timers[0] == 130) {
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x5000FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 80);
|
||||
}
|
||||
if (this->timers[0] == 30) {
|
||||
bossGnd->work[GND_EYE_STATE] = GND_EYESTATE_BRIGHTEN;
|
||||
|
@ -297,7 +297,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
|
|||
func_80078914(&audioVec, NA_SE_EN_FANTOM_ST_LAUGH);
|
||||
}
|
||||
if (this->timers[0] == 20) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
|
||||
}
|
||||
if (this->timers[0] == 2) {
|
||||
this->subCamVelFactor = 0.0f;
|
||||
|
|
|
@ -867,7 +867,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
|
|||
D_80B7E0AC = 0;
|
||||
D_80B7E0A6 = 10;
|
||||
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x0100FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
|
||||
|
||||
if (sLinkAge == LINK_AGE_CHILD) {
|
||||
if ((HIGH_SCORE(HS_FISHING) & 0x7F) != 0) {
|
||||
|
@ -3586,7 +3586,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
|
|||
this->unk_198 = 1.7f;
|
||||
this->unk_19C = 7000.0f;
|
||||
D_80B7E124 = 1;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ENEMY | 0x800);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 8, NA_BGM_ENEMY);
|
||||
D_80B7E0A6 = 0;
|
||||
|
||||
if (this->unk_150 == 1) {
|
||||
|
@ -3791,7 +3791,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
|
|||
} else {
|
||||
D_80B7E086 = 0x4082;
|
||||
Rumble_Override(0.0f, 1, 3, 1);
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x0A00FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 10);
|
||||
}
|
||||
|
||||
this->unk_158 = this->unk_15A = 0;
|
||||
|
@ -3859,7 +3859,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
if (this->unk_17A[0] == 90) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_HEART_GET | 0x900);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 9, NA_BGM_HEART_GET);
|
||||
D_80B7A67C = 40;
|
||||
|
||||
if (this->unk_150 == 0) {
|
||||
|
@ -3974,7 +3974,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
|
|||
|
||||
D_80B7E148 = 520.0f;
|
||||
D_80B7E144 = 195.0f;
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA00FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 10);
|
||||
D_80B7E0A6 = 20;
|
||||
D_80B7A6CC = 3;
|
||||
}
|
||||
|
@ -5207,7 +5207,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
D_80B7A6CC = 20;
|
||||
Rumble_Override(0.0f, 150, 10, 10);
|
||||
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x1400FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 20);
|
||||
}
|
||||
|
||||
if (KREG(0) != 0) {
|
||||
|
@ -5216,7 +5216,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
D_80B7A6CC = 20;
|
||||
Rumble_Override(0.0f, 150, 10, 10);
|
||||
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
|
||||
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x1400FF);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 20);
|
||||
}
|
||||
|
||||
if (D_80B7A6D0 != 0) {
|
||||
|
@ -5432,7 +5432,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
|
||||
case 22:
|
||||
if (D_80B7A6D0 == 30) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ITEM_GET | 0x900);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 9, NA_BGM_ITEM_GET);
|
||||
}
|
||||
|
||||
D_80B7A6D4 = 1;
|
||||
|
@ -5741,15 +5741,15 @@ void Fishing_DrawOwner(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (D_80B7E0A6 == 0) {
|
||||
if (sLinkAge != LINK_AGE_CHILD) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_KAKARIKO_ADULT);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KAKARIKO_ADULT);
|
||||
} else {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_KAKARIKO_KID);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KAKARIKO_KID);
|
||||
}
|
||||
|
||||
if (sLinkAge != LINK_AGE_CHILD) {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_KAKARIKO_ADULT);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KAKARIKO_ADULT);
|
||||
} else {
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_KAKARIKO_KID);
|
||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_KAKARIKO_KID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1894,6 +1894,6 @@ void FileSelect_Init(GameState* thisx) {
|
|||
this->state.destroy = FileSelect_Destroy;
|
||||
FileSelect_InitContext(&this->state);
|
||||
Font_LoadOrderedFont(&this->font);
|
||||
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
|
||||
SEQCMD_RESET_AUDIO_HEAP(0, 10);
|
||||
func_800F5E18(SEQ_PLAYER_BGM_MAIN, NA_BGM_FILE_SELECT, 0, 7, 1);
|
||||
}
|
||||
|
|
|
@ -30,7 +30,7 @@ void MapSelect_LoadGame(MapSelectState* this, s32 entranceIndex) {
|
|||
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
||||
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
|
||||
gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = 0;
|
||||
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
|
||||
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
|
||||
gSaveContext.entranceIndex = entranceIndex;
|
||||
gSaveContext.respawnFlag = 0;
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_LOAD_OPENING;
|
||||
|
|
|
@ -3410,7 +3410,7 @@ void KaleidoScope_Update(PlayState* play) {
|
|||
gSaveContext.respawnFlag = -2;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
|
||||
gSaveContext.health = 0x30;
|
||||
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
|
||||
SEQCMD_RESET_AUDIO_HEAP(0, 10);
|
||||
gSaveContext.healthAccumulator = 0;
|
||||
gSaveContext.magicState = MAGIC_STATE_IDLE;
|
||||
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue