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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>
This commit is contained in:
krimtonz 2021-07-27 18:44:58 -05:00 committed by GitHub
parent cc9a04feb4
commit d1a5ea5110
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
429 changed files with 9047 additions and 17038 deletions

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@ -384,7 +384,7 @@ void BossSst_HeadSetupIntro(BossSst* this, GlobalContext* globalCtx) {
}
Gameplay_CameraSetAtEye(globalCtx, sCutsceneCamera, &sCameraAt, &sCameraEye);
Audio_SetBGM(0x100100FF);
Audio_QueueSeqCmd(0x100100FF);
this->actionFunc = BossSst_HeadIntro;
}
@ -598,7 +598,7 @@ void BossSst_HeadIntro(BossSst* this, GlobalContext* globalCtx) {
TitleCard_InitBossName(globalCtx, &globalCtx->actorCtx.titleCtx,
SEGMENTED_TO_VIRTUAL(&gBongoTitleCardTex), 160, 180, 128, 40);
}
Audio_SetBGM(0x1B);
Audio_QueueSeqCmd(0x1B);
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeCloseAnim, -5.0f);
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_DISAPPEAR);
}
@ -1011,7 +1011,7 @@ void BossSst_HeadSetupDeath(BossSst* this, GlobalContext* globalCtx) {
this->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
sHands[LEFT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
sHands[RIGHT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
Audio_SetBGM(0x100100FF);
Audio_QueueSeqCmd(0x100100FF);
sCutsceneCamera = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sCutsceneCamera, CAM_STAT_ACTIVE);
@ -1156,7 +1156,7 @@ void BossSst_HeadMelt(BossSst* this, GlobalContext* globalCtx) {
void BossSst_HeadSetupFinish(BossSst* this) {
this->actor.draw = BossSst_DrawEffect;
this->timer = 40;
Audio_SetBGM(0x21);
Audio_QueueSeqCmd(0x21);
BossSst_SetCameraTargets(1.0 / 40, 6);
this->actionFunc = BossSst_HeadFinish;
}