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[ntsc-1.2] Match N64 audio tables (#2183)
* Match N64 audio tables * ifdef PERMANENT_POOL_SIZE rather than EXTRA_SIZE
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5 changed files with 25 additions and 1 deletions
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@ -335,7 +335,11 @@
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/* 0x3942 */ DEFINE_SFX(NA_SE_EN_BALINADE_THUNDER, 0x34, 3, 0, 0)
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/* 0x3943 */ DEFINE_SFX(NA_SE_EN_BALINADE_BL_SPARK, 0x20, 2, 0, 0)
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/* 0x3944 */ DEFINE_SFX(NA_SE_EN_BALINADE_BL_DEAD, 0x34, 3, 0, 0)
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#if PLATFORM_N64
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/* 0x3945 */ DEFINE_SFX(NA_SE_EN_BALINADE_BREAK2, 0x34, 3, 0, 0)
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#else
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/* 0x3945 */ DEFINE_SFX(NA_SE_EN_BALINADE_BREAK2, 0x30, 3, 0, 0)
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#endif
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/* 0x3946 */ DEFINE_SFX(NA_SE_EN_BALINADE_HIT_RINK, 0x38, 3, 0, 0)
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/* 0x3947 */ DEFINE_SFX(NA_SE_EN_GANON_WAVE_GND, 0x20, 3, 0, 0)
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/* 0x3948 */ DEFINE_SFX(NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0)
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@ -44,7 +44,11 @@
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/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0)
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/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0)
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/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, SFX_FLAG_13 | SFX_FLAG_3)
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#if PLATFORM_N64
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/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x2D, 2, 0, 0)
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#else
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/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0)
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#endif
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/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0)
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/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, SFX_FLAG_11)
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/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, SFX_FLAG_15 | SFX_FLAG_11)
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@ -105,7 +109,11 @@
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/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0)
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/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_12 | SFX_FLAG_11)
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/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0)
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#if PLATFORM_N64
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/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x2C, 0, 0, 0)
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#else
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/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0)
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#endif
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/* 0x2860 */ DEFINE_SFX(NA_SE_EV_LADDER_DOUND, 0x30, 3, 0, 0)
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/* 0x2861 */ DEFINE_SFX(NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0)
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/* 0x2862 */ DEFINE_SFX(NA_SE_EV_WEB_BROKEN, 0x30, 0, 0, 0)
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@ -29,7 +29,11 @@
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/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, SFX_FLAG_10)
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/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0)
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/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0)
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#if PLATFORM_N64
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/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x20, 0, 0, 0)
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#else
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/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0)
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#endif
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/* 0x1814 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_CRE, 0x30, 0, 0, 0)
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/* 0x1815 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0)
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/* 0x1816 */ DEFINE_SFX(NA_SE_IT_DUMMY, 0x30, 0, 0, 0)
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@ -169,7 +169,11 @@ u8 sSeqModeInput = 0;
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#define SEQ_FLAG_NO_AMBIENCE (1 << 7)
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u8 sSeqFlags[] = {
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SEQ_FLAG_FANFARE, // NA_BGM_GENERAL_SFX
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#if PLATFORM_N64
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SEQ_FLAG_FANFARE | SEQ_FLAG_ENEMY, // NA_BGM_GENERAL_SFX
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#else
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SEQ_FLAG_FANFARE, // NA_BGM_GENERAL_SFX
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#endif
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SEQ_FLAG_ENEMY, // NA_BGM_NATURE_BACKGROUND
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0, // NA_BGM_FIELD_LOGIC
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0, // NA_BGM_FIELD_INIT
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@ -18,7 +18,11 @@ const TempoData gTempoData = {
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// Sizes of everything on the init pool
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#define AI_BUFFERS_SIZE (AIBUF_SIZE * ARRAY_COUNT(gAudioCtx.aiBuffers))
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#define SOUNDFONT_LIST_SIZE (NUM_SOUNDFONTS * sizeof(SoundFont))
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#if PLATFORM_N64
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#define PERMANENT_POOL_SIZE (SFX_SEQ_SIZE + SFX_SOUNDFONT_1_SIZE + SFX_SOUNDFONT_2_SIZE + 0x10)
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#else
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#define PERMANENT_POOL_SIZE (SFX_SEQ_SIZE + SFX_SOUNDFONT_1_SIZE + SFX_SOUNDFONT_2_SIZE)
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#endif
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const AudioHeapInitSizes gAudioHeapInitSizes = {
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ALIGN16(sizeof(gAudioHeap) - 0x100), // audio heap size
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