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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>
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6 changed files with 1322 additions and 241 deletions
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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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@ -506,18 +506,18 @@ void Audio_PlayActiveSounds(u8 bankId) {
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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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