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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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@ -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);