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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:
engineer124 2022-10-07 07:29:33 -04:00 committed by GitHub
parent a99d41bf35
commit 062f4d8e15
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GPG key ID: 4AEE18F83AFDEB23
43 changed files with 1483 additions and 857 deletions

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@ -296,7 +296,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->unk_339 = 4;
if (this->unk_398 == 10) {
func_80078914(&D_80906D6C, NA_SE_EV_STONE_BOUND);
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0);
}
if (this->unk_398 == 20) {
sZelda->unk_3C8 = 3;
@ -447,7 +447,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->actor.world.pos.x = -200.0f;
this->actor.world.pos.y = this->actor.world.pos.y - 30.0f;
this->actor.world.pos.z = -200.0f;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_OPENING_GANON);
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_OPENING_GANON);
} else {
break;
}
@ -592,7 +592,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
case 18:
this->unk_339 = 6;
if (this->unk_398 == 30) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_GANON_BOSS);
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_GANON_BOSS);
}
Math_ApproachF(&this->unk_30C, 7.0f, 1.0f, 0.1f);
Math_ApproachF(&this->subCamEye.x, (this->actor.world.pos.x + 500.0f) - 350.0f, 0.1f, 1.0f);
@ -1694,7 +1694,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
this->subCamAt.z = D_80907050[phi_a1].z + player->actor.world.pos.z;
}
if (this->unk_398 > 80) {
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
this->unk_39C = 75;
this->unk_398 = 0;
this->subCamEye.x = 112.0f;