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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
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43 changed files with 1483 additions and 857 deletions
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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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