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