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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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@ -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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