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Document Sequence Modes and Related Functions (#1046)

* Document Audio_SetSequenceMode

* Cleanup surrounding docs

* format

* Clean-up

* fix capital `I` in `playeridx`

* Dist -> DistSq

* `SetCamModeAndSeqMode` -> `UpdateCamAndSeqModes`

* Get rid of extra padding

* PR Feedback
This commit is contained in:
engineer124 2021-12-06 04:13:53 +11:00 committed by GitHub
parent e635e34265
commit 79220ba58a
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8 changed files with 268 additions and 134 deletions

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@ -7,17 +7,17 @@
#define NA_BGM_NATURE_AMBIENCE 0x1 // Environmental nature background sounds
#define NA_BGM_FIELD_LOGIC 0x2 // Hyrule Field
#define NA_BGM_FIELD_INIT 0x3 // Hyrule Field Initial Segment From Loading Area
#define NA_BGM_FIELD_MOVE_1 0x4 // Hyrule Field Moving Segment 1
#define NA_BGM_FIELD_MOVE_2 0x5 // Hyrule Field Moving Segment 2
#define NA_BGM_FIELD_MOVE_3 0x6 // Hyrule Field Moving Segment 3
#define NA_BGM_FIELD_MOVE_4 0x7 // Hyrule Field Moving Segment 4
#define NA_BGM_FIELD_MOVE_5 0x8 // Hyrule Field Moving Segment 5
#define NA_BGM_FIELD_MOVE_6 0x9 // Hyrule Field Moving Segment 6
#define NA_BGM_FIELD_MOVE_7 0x0A // Hyrule Field Moving Segment 7
#define NA_BGM_FIELD_MOVE_8 0x0B // Hyrule Field Moving Segment 8
#define NA_BGM_FIELD_MOVE_9 0x0C // Hyrule Field Moving Segment 9
#define NA_BGM_FIELD_MOVE_A 0x0D // Hyrule Field Moving Segment 10
#define NA_BGM_FIELD_MOVE_B 0x0E // Hyrule Field Moving Segment 11
#define NA_BGM_FIELD_DEFAULT_1 0x4 // Hyrule Field Moving Segment 1
#define NA_BGM_FIELD_DEFAULT_2 0x5 // Hyrule Field Moving Segment 2
#define NA_BGM_FIELD_DEFAULT_3 0x6 // Hyrule Field Moving Segment 3
#define NA_BGM_FIELD_DEFAULT_4 0x7 // Hyrule Field Moving Segment 4
#define NA_BGM_FIELD_DEFAULT_5 0x8 // Hyrule Field Moving Segment 5
#define NA_BGM_FIELD_DEFAULT_6 0x9 // Hyrule Field Moving Segment 6
#define NA_BGM_FIELD_DEFAULT_7 0x0A // Hyrule Field Moving Segment 7
#define NA_BGM_FIELD_DEFAULT_8 0x0B // Hyrule Field Moving Segment 8
#define NA_BGM_FIELD_DEFAULT_9 0x0C // Hyrule Field Moving Segment 9
#define NA_BGM_FIELD_DEFAULT_A 0x0D // Hyrule Field Moving Segment 10
#define NA_BGM_FIELD_DEFAULT_B 0x0E // Hyrule Field Moving Segment 11
#define NA_BGM_FIELD_ENEMY_INIT 0x0F // Hyrule Field Enemy Approaches
#define NA_BGM_FIELD_ENEMY_1 0x10 // Hyrule Field Enemy Near Segment 1
#define NA_BGM_FIELD_ENEMY_2 0x11 // Hyrule Field Enemy Near Segment 2
@ -95,7 +95,7 @@
#define NA_BGM_DOOR_OF_TIME 0x59 // Open Door of Temple of Time "NA_BGM_GATE_OPEN"
#define NA_BGM_OWL 0x5A // Kaepora Gaebora's Theme
#define NA_BGM_SHADOW_TEMPLE 0x5B // Shadow Temple "NA_BGM_DARKNESS_DUNGEON"
#define NA_BGM_WATAER_TEMPLE 0x5C // Water Temple "NA_BGM_AQUA_DUNGEON"
#define NA_BGM_WATER_TEMPLE 0x5C // Water Temple "NA_BGM_AQUA_DUNGEON"
#define NA_BGM_BRIDGE_TO_GANONS 0x5D // Ganon's Castle Bridge "NA_BGM_BRIDGE"
#define NA_BGM_OCARINA_OF_TIME 0x5E // Ocarina of Time "NA_BGM_SARIA"
#define NA_BGM_GERUDO_VALLEY 0x5F // Gerudo Valley "NA_BGM_GERUDO"
@ -124,4 +124,11 @@ typedef enum {
/* 3 */ SEQ_PLAYER_BGM_SUB
} SequencePlayerId;
typedef enum {
/* 0 */ SEQ_MODE_DEFAULT,
/* 1 */ SEQ_MODE_ENEMY,
/* 2 */ SEQ_MODE_STILL, // Not moving or first-person view
/* 3 */ SEQ_MODE_IGNORE
} SequenceMode;
#endif