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Introduce Sfx Flags (#1278)
* Sfx Flags * Discord Discussion * Move macro to sound_params * Oops * PR Suggestions * Clarify comment * Missed switch * More suggestions * Update src/code/audio_sound_params.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * sfxs * PR Suggestions * revert back to flag Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
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56e52a89c1
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6 changed files with 1322 additions and 241 deletions
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@ -229,6 +229,7 @@
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#define NA_SE_PL_DUMMY_221 0x8DD
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#define NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL 0x8DE
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#define NA_SE_PL_SLIP_ICE_LEVEL 0x8DF
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_PL_JUMP_METAL 0x8E0
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#define NA_SE_PL_LAND_METAL 0x8E1
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#define NA_SE_PL_WALK_RUNNINGMAN 0x8E2
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@ -329,6 +330,7 @@
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#define NA_SE_IT_HAND_CLAP 0x184D
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#define NA_SE_IT_MASTER_SWORD_SWING 0x184E
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#define NA_SE_IT_DUMMY5 0x184F
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_IT_YOBI19 0x1850
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#define NA_SE_FISHING_REEL_SLOW2 0x1851 // not IT?
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#define NA_SE_IT_SPIDERNET_HIT1 0x1852
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@ -601,6 +603,7 @@
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#define NA_SE_EV_OCARINA_BMELO_0 0x28F5
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#define NA_SE_EV_OCARINA_BMELO_1 0x28F6
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#define NA_SE_EV_EXPLOSION_FOR_RENZOKU 0x28F7
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_EV_ELEVATOR_MOVE_KABE1 0x28F8
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#define NA_SE_EV_RIVER_STREAM_F_IDO 0x28F9
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#define NA_SE_EV_GUILLOTINE_BOUND_copyOrigin 0x28FA
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@ -637,8 +640,6 @@
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// ------------ ENEMY ------------
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#define NA_SE_EN_FLOORMASTER_SLIDING 0x3034
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#define NA_SE_EN_FLOORMASTER_SM_STICK 0x3136
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#define NA_SE_EN_DODO_J_WALK 0x3800
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#define NA_SE_EN_DODO_J_CRY 0x3801
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#define NA_SE_EN_DODO_J_FIRE 0x3802
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@ -691,6 +692,7 @@
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#define NA_SE_EN_STALKID_ATTACK 0x3831
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#define NA_SE_EN_STALKID_DAMAGE 0x3832
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#define NA_SE_EN_STALKID_DEAD 0x3833
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#define NA_SE_EN_FLOORMASTER_SLIDING 0x3834
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#define NA_SE_EN_TEKU_WALK_WATER 0x3835
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#define NA_SE_EN_LIGHT_ARROW_HIT 0x3836
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#define NA_SE_EN_TUBOOCK_FLY 0x3837
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@ -948,6 +950,7 @@
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#define NA_SE_EN_FLOORMASTER_RESTORE 0x3933
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#define NA_SE_EN_FLOORMASTER_EXPAND 0x3934
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#define NA_SE_EN_FLOORMASTER_SPLIT 0x3935
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#define NA_SE_EN_FLOORMASTER_SM_STICK 0x3936
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#define NA_SE_EN_FLOORMASTER_SM_LAND 0x3937
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#define NA_SE_EN_IRONNACK_WAVE_DEMO 0x3938
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#define NA_SE_EN_IRONNACK_FINGER_DEMO 0x3939
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@ -1136,6 +1139,7 @@
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#define NA_SE_EN_MUSI_WALK 0x39F0
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#define NA_SE_EN_MIMICK_BREATH 0x39F1
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#define NA_SE_EN_STALWALL_LAUGH 0x39F2
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_EN_TWINROBA_TRANSFORM2 0x39F3
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#define NA_SE_EN_KAICHO_PIYORI 0x39F4
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#define NA_SE_EN_DODO_K_WALK_APPEAR 0x39F5
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@ -1245,6 +1249,7 @@
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#define NA_SE_SY_CARROT_RECOVER 0x4845
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#define NA_SE_EV_FAIVE_LUPY_COUNT 0x4846 // EV sound inside SY?
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#define NA_SE_SY_DUMMY_71 0x4847
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_SY_KANADE_ISHI 0x4848
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#define NA_SE_SY_NA_HELLO_2 0x4849
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#define NA_SE_SY_MAGIC_SOUL_NORMAL 0x484A
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@ -1275,6 +1280,7 @@
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#define NA_SE_OC_SECRET_HOLE_OUT 0x5805
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#define NA_SE_OC_REVENGE 0x5806
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#define NA_SE_OC_HINT_MOVIE 0x5807
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_OC_HINT_MOVIE2_WHITE 0x5808
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#define NA_SE_OC_HINT_MOVIE_ZOOMIN 0x5809
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#define NA_SE_OC_HIBIKI_ISHI 0x580A
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@ -1409,6 +1415,7 @@
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#define NA_SE_VO_DUMMY_0x7d 0x687D
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#define NA_SE_VO_DUMMY_0x7e 0x687E
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#define NA_SE_VO_DUMMY_0x7f 0x687F
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// TODO: The sfx below in this bank are not in gSoundParams and read OoB. May be fake Ids from OoT3D
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#define NA_SE_VO_DUMMY_0x80 0x6880
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#define NA_SE_VO_LI_AUTO_JUMP_DARKLINK 0x6881
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#define NA_SE_VO_DUMMY_0x82_YOBI 0x6882
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@ -1046,6 +1046,28 @@ typedef struct {
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u8 entryIndex;
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} ActiveSound;
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// SoundParams bit-packing
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#define SFX_PARAM_01_SHIFT 0
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#define SFX_PARAM_01_MASK (3 << SFX_PARAM_01_SHIFT)
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#define SFX_FLAG_2 (1 << 2)
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#define SFX_FLAG_3 (1 << 3)
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#define SFX_FLAG_4 (1 << 4)
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#define SFX_FLAG_5 (1 << 5)
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#define SFX_PARAM_67_SHIFT 6
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#define SFX_PARAM_67_MASK (3 << SFX_PARAM_67_SHIFT)
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#define SFX_FLAG_9 (1 << 9)
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#define SFX_FLAG_10_SHIFT 10
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#define SFX_FLAG_10 (1 << SFX_FLAG_10_SHIFT)
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#define SFX_FLAG_11 (1 << 11)
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#define SFX_FLAG_12 (1 << 12)
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#define SFX_FLAG_13 (1 << 13)
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#define SFX_FLAG_14 (1 << 14)
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#define SFX_FLAG_15 (1 << 15)
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typedef struct {
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u8 importance;
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u16 params;
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File diff suppressed because it is too large
Load diff
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@ -3740,14 +3740,14 @@ f32 Audio_ComputeSoundVolume(u8 bankId, u8 entryIdx) {
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f32 baseDist;
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f32 ret;
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if (bankEntry->sfxParams & 0x2000) {
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if (bankEntry->sfxParams & SFX_FLAG_13) {
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return 1.0f;
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}
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if (bankEntry->dist > 10000.0f) {
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ret = 0.0f;
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} else {
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switch (bankEntry->sfxParams & 3) {
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switch ((bankEntry->sfxParams & SFX_PARAM_01_MASK) >> SFX_PARAM_01_SHIFT) {
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case 1:
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baseDist = 10000.0f / 15.0f;
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break;
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@ -3785,7 +3785,7 @@ s8 Audio_ComputeSoundReverb(u8 bankId, u8 entryIdx, u8 channelIdx) {
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SoundBankEntry* entry = &gSoundBanks[bankId][entryIdx];
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s32 reverb;
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if (!(entry->sfxParams & 0x1000)) {
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if (!(entry->sfxParams & SFX_FLAG_12)) {
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if (entry->dist < 2500.0f) {
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distAdd = *entry->posZ > 0.0f ? (entry->dist / 2500.0f) * 70.0f : (entry->dist / 2500.0f) * 91.0f;
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} else {
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@ -3861,7 +3861,7 @@ f32 Audio_ComputeSoundFreqScale(u8 bankId, u8 entryIdx) {
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f32 unk1C;
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f32 freq = 1.0f;
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if (entry->sfxParams & 0x4000) {
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if (entry->sfxParams & SFX_FLAG_14) {
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freq = 1.0f - ((gAudioContext.audioRandom & 0xF) / 192.0f);
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}
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@ -3885,14 +3885,14 @@ f32 Audio_ComputeSoundFreqScale(u8 bankId, u8 entryIdx) {
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}
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if (phi_v0 == 1) {
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if (!(entry->sfxParams & 0x800)) {
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if (!(entry->sfxParams & SFX_FLAG_11)) {
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freq *= (1.0293 - ((gAudioContext.audioRandom & 0xF) / 144.0f));
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}
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}
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unk1C = entry->dist;
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if (!(entry->sfxParams & 0x2000)) {
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if (!(entry->sfxParams & 0x8000)) {
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if (!(entry->sfxParams & SFX_FLAG_13)) {
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if (!(entry->sfxParams & SFX_FLAG_15)) {
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if (unk1C >= 10000.0f) {
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freq += 0.2f;
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} else {
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@ -3901,7 +3901,7 @@ f32 Audio_ComputeSoundFreqScale(u8 bankId, u8 entryIdx) {
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}
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}
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if (entry->sfxParams & 0xC0) {
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if ((entry->sfxParams & SFX_PARAM_67_MASK) != (0 << SFX_PARAM_67_SHIFT)) {
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freq += (entry->unk_2F / 192.0f);
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}
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@ -3930,12 +3930,12 @@ u8 func_800F37B8(f32 behindScreenZ, SoundBankEntry* arg1, s8 arg2) {
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}
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if (phi_v1 == 0) {
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if (arg1->sfxParams & 0x200) {
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if (arg1->sfxParams & SFX_FLAG_9) {
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phi_v1 = 0xF;
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}
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}
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switch (arg1->sfxParams & 3) {
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switch ((arg1->sfxParams & SFX_PARAM_01_MASK) >> SFX_PARAM_01_SHIFT) {
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case 1:
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phi_f0 = 12.0f;
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break;
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@ -3998,8 +3998,8 @@ void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx) {
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panSigned = Audio_ComputeSoundPanSigned(*entry->posX, *entry->posZ, entry->token);
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freqScale = Audio_ComputeSoundFreqScale(bankId, entryIdx) * *entry->freqScale;
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if (D_80130604 == 2) {
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behindScreenZ = sBehindScreenZ[(entry->sfxParams & 0x400) >> 10];
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if (!(entry->sfxParams & 0x800)) {
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behindScreenZ = sBehindScreenZ[(entry->sfxParams & SFX_FLAG_10) >> SFX_FLAG_10_SHIFT];
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if (!(entry->sfxParams & SFX_FLAG_11)) {
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if (*entry->posZ < behindScreenZ) {
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stereoBits = 0x10;
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}
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@ -4023,7 +4023,7 @@ void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx) {
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if ((baseFilter | sAudioExtraFilter) != 0) {
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filter = (baseFilter | sAudioExtraFilter);
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} else if (D_80130604 == 2 && (entry->sfxParams & 0x2000) == 0) {
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} else if (D_80130604 == 2 && !(entry->sfxParams & SFX_FLAG_13)) {
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filter = func_800F37B8(behindScreenZ, entry, panSigned);
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}
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break;
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@ -233,7 +233,7 @@ void Audio_ProcessSoundRequest(void) {
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index = gSoundBanks[bankId][0].next;
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while (index != 0xFF && index != 0) {
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if (gSoundBanks[bankId][index].posX == &req->pos->x) {
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if ((gSoundParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].params & 0x20) &&
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if ((gSoundParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].params & SFX_FLAG_5) &&
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gSoundParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].importance ==
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gSoundBanks[bankId][index].sfxImportance) {
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return;
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@ -261,8 +261,8 @@ void Audio_ProcessSoundRequest(void) {
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}
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if (count == gUsedChannelsPerBank[gSfxChannelLayout][bankId]) {
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soundParams = &gSoundParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)];
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if ((req->sfxId & 0xC00) || (soundParams->params & 4) || (index == evictIndex)) {
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if ((gSoundBanks[bankId][index].sfxParams & 8) &&
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if ((req->sfxId & 0xC00) || (soundParams->params & SFX_FLAG_2) || (index == evictIndex)) {
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if ((gSoundBanks[bankId][index].sfxParams & SFX_FLAG_3) &&
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gSoundBanks[bankId][index].state != SFX_STATE_QUEUED) {
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Audio_ClearBGMMute(gSoundBanks[bankId][index].channelIdx);
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}
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@ -314,7 +314,7 @@ void Audio_RemoveSoundBankEntry(u8 bankId, u8 entryIndex) {
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SoundBankEntry* entry = &gSoundBanks[bankId][entryIndex];
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u8 i;
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if (entry->sfxParams & 8) {
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if (entry->sfxParams & SFX_FLAG_3) {
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Audio_ClearBGMMute(entry->channelIdx);
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}
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if (entryIndex == sSoundBankListEnd[bankId]) {
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@ -382,7 +382,7 @@ void Audio_ChooseActiveSounds(u8 bankId) {
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entry->dist = (SQ(*entry->posX) + SQ(tempf1) + SQ(*entry->posZ)) * 1;
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}
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sfxImportance = entry->sfxImportance;
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if (entry->sfxParams & 0x10) {
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if (entry->sfxParams & SFX_FLAG_4) {
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entry->priority = SQ(0xFF - sfxImportance) * SQ(76);
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} else {
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if (entry->dist > 0x7FFFFFD0) {
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channel = gAudioContext.seqPlayers[SEQ_PLAYER_SFX].channels[sCurSfxPlayerChannelIdx];
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if (entry->state == SFX_STATE_READY) {
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entry->channelIdx = sCurSfxPlayerChannelIdx;
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if (entry->sfxParams & 8) {
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if (entry->sfxParams & SFX_FLAG_3) {
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Audio_QueueSeqCmdMute(sCurSfxPlayerChannelIdx);
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}
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if (entry->sfxParams & 0xC0) {
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switch (entry->sfxParams & 0xC0) {
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case 0x40:
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if ((entry->sfxParams & SFX_PARAM_67_MASK) != (0 << SFX_PARAM_67_SHIFT)) {
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switch (entry->sfxParams & SFX_PARAM_67_MASK) {
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case (1 << SFX_PARAM_67_SHIFT):
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entry->unk_2F = Audio_NextRandom() & 0xF;
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break;
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case 0x80:
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case (2 << SFX_PARAM_67_SHIFT):
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entry->unk_2F = Audio_NextRandom() & 0x1F;
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break;
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case 0xC0:
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case (3 << SFX_PARAM_67_SHIFT):
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entry->unk_2F = Audio_NextRandom() & 0x3F;
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break;
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default:
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@ -581,7 +581,7 @@ void EnFloormas_Slide(EnFloormas* this, PlayState* play) {
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func_800286CC(play, &pos, &velocity, &accel, 450, 100);
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func_8002F974(&this->actor, NA_SE_EN_FLOORMASTER_SLIDING);
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func_8002F974(&this->actor, NA_SE_EN_FLOORMASTER_SLIDING - SFX_FLAG);
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}
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void EnFloormas_Charge(EnFloormas* this, PlayState* play) {
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}
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLOORMASTER_SM_STICK);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLOORMASTER_SM_STICK - SFX_FLAG);
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}
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void EnFloormas_SmSlaveJumpAtMaster(EnFloormas* this, PlayState* play) {
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