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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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@ -147,7 +147,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
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}
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if (this->timers[0] == 51) {
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Audio_PlayActorSound2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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Audio_SetBGM(0x1B);
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Audio_QueueSeqCmd(0x1B);
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}
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if (this->timers[0] == 0) {
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EnfHG_SetupApproach(this, globalCtx, Rand_ZeroOne() * 5.99f);
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@ -163,7 +163,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
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this->cutsceneState = INTRO_FENCE;
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this->timers[0] = 60;
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this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y - 7.0f;
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Audio_SetBGM(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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gSaveContext.eventChkInf[7] |= 4;
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Flags_SetSwitch(globalCtx, 0x23);
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case INTRO_FENCE:
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@ -199,7 +199,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
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func_8002DF54(globalCtx, &this->actor, 9);
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}
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if (this->timers[0] == 1) {
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Audio_SetBGM(0x23);
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Audio_QueueSeqCmd(0x23);
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}
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Math_ApproachF(&this->cameraEye.x, GND_BOSSROOM_CENTER_X + 40.0f, 0.05f, this->cameraSpeedMod * 20.0f);
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Math_ApproachF(&this->cameraEye.y, GND_BOSSROOM_CENTER_Y + 37.0f, 0.05f, this->cameraSpeedMod * 20.0f);
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@ -287,7 +287,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
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this->bossGndSignal = FHG_RIDE;
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}
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if (this->timers[0] == 130) {
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Audio_SetBGM(0x105000FF);
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Audio_QueueSeqCmd(0x105000FF);
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}
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if (this->timers[0] == 30) {
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bossGnd->work[GND_EYE_STATE] = GND_EYESTATE_BRIGHTEN;
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@ -300,7 +300,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
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func_80078914(&audioVec, NA_SE_EN_FANTOM_ST_LAUGH);
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}
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if (this->timers[0] == 20) {
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Audio_SetBGM(0x1B);
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Audio_QueueSeqCmd(0x1B);
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}
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if (this->timers[0] == 2) {
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this->cameraSpeedMod = 0.0f;
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