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Audio Sequence Player Ids Enum (#1040)

* bgm.h -> sequence.h

* First round of filling in enum

* More

* seqCmd

* format
This commit is contained in:
engineer124 2021-12-01 05:47:09 +11:00 committed by GitHub
parent d9c1dffe09
commit 783ef3a117
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 413 additions and 393 deletions

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@ -959,7 +959,7 @@ void BossVa_BodyIntro(BossVa* this, GlobalContext* globalCtx) {
globalCtx->envCtx.unk_BF = 1;
func_8002DF54(globalCtx, &this->actor, 8);
} else if (this->timer >= 35000) {
Audio_QueueSeqCmd(NA_BGM_BOSS);
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
}
this->timer += this->unk_1F2;
@ -1514,7 +1514,7 @@ void BossVa_BodyPhase4(BossVa* this, GlobalContext* globalCtx) {
void BossVa_SetupBodyDeath(BossVa* this, GlobalContext* globalCtx) {
func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, 1.0f);
this->actor.flags &= ~5;
Audio_QueueSeqCmd(0x100100FF);
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
this->vaCamRotMod = 0xC31;
sCsState = DEATH_START;
this->actor.speedXZ = 0.0f;
@ -1600,7 +1600,7 @@ void BossVa_BodyDeath(BossVa* this, GlobalContext* globalCtx) {
break;
case DEATH_CORE_BURST:
if (this->timer == 13) {
Audio_QueueSeqCmd(NA_BGM_BOSS_CLEAR);
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
}
this->timer--;