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Audio WIP (#836)
* being code_800EC960 * wip * wip * more audio progress * migrate data in code_800E11F0 * wip * make ok * remove asm * wip * move some variables outside of gAudioContext to the AudioContext structure due to the size used in func_800E3094 * more progress * wip * wip * split code_800E11F0 * migrate rodata in code_800E11F0 * match functions that couldn't because of data issues * move code_800E4FE0 asm files * wip * more wip * fix global functions, and forward declarations * wip * wip * wip * ocarina wip * match a couple functions * some progress * separate some bss * match func_800EDA3C * some matching * more matches * migrate audio rodata * some matches * more matchess * start on synthesis * work on synthesis * fix function declaration * Merge branch 'master' into audio * match a few more functions * wip * wip * more matching, rename Audio_SetBGM to Audio_QueueSeqCmd * name several audio functions, and audiocontext members * more naming, rename code_800E11F0 to audio_load, code_800DAAC0 to audio_synthesis * audio wip * match a few more functions. * wip * add missing NON_MATCHING directive * wip * some matching, data reogranization * match cursed function * wip * wip * formatting * remove prefix from struct memebers * missed function rename * review Co-authored-by: fig02 <fig02srl@gmail.com>
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429 changed files with 9047 additions and 17038 deletions
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@ -406,7 +406,7 @@ void BossGoma_SetupDefeated(BossGoma* this, GlobalContext* globalCtx) {
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this->actor.flags &= ~5;
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this->actor.speedXZ = 0.0f;
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this->actor.shape.shadowScale = 0.0f;
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Audio_SetBGM(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_DEAD);
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}
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@ -659,7 +659,7 @@ void BossGoma_SetupEncounterState4(BossGoma* this, GlobalContext* globalCtx) {
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this->subCameraAt.y = this->actor.world.pos.y;
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this->subCameraAt.z = this->actor.world.pos.z;
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Audio_SetBGM(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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}
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/**
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@ -921,7 +921,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
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SEGMENTED_TO_VIRTUAL(gGohmaTitleCardTex), 0xA0, 0xB4, 0x80, 0x28);
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}
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Audio_SetBGM(0x1B);
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Audio_QueueSeqCmd(0x1B);
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gSaveContext.eventChkInf[7] |= 1;
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}
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@ -1106,7 +1106,7 @@ void BossGoma_Defeated(BossGoma* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->subCameraAt.z, this->firstTailLimbWorldPos.z, 0.2f, 50.0f, 0.1f);
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if (this->timer == 80) {
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Audio_SetBGM(0x21);
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Audio_QueueSeqCmd(0x21);
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}
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if (this->timer == 0) {
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@ -1828,7 +1828,7 @@ void BossGoma_UpdateHit(BossGoma* this, GlobalContext* globalCtx) {
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} else if (this->actionFunc != BossGoma_FloorStunned && this->patienceTimer != 0 &&
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(acHitInfo->toucher.dmgFlags & 0x00000005)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_DAM2);
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func_800F8D04(NA_SE_EN_GOMA_CRY1);
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Audio_StopSfx(NA_SE_EN_GOMA_CRY1);
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this->invincibilityFrames = 10;
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BossGoma_SetupFloorStunned(this);
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this->sfxFaintTimer = 100;
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