#ifndef SFX_H #define SFX_H typedef enum SfxBankType { /* 0 */ BANK_PLAYER, /* 1 */ BANK_ITEM, /* 2 */ BANK_ENV, /* 3 */ BANK_ENEMY, /* 4 */ BANK_SYSTEM, /* 5 */ BANK_OCARINA, /* 6 */ BANK_VOICE } SfxBankType; typedef enum SfxState { /* 0 */ SFX_STATE_EMPTY, /* 1 */ SFX_STATE_QUEUED, /* 2 */ SFX_STATE_READY, /* 3 */ SFX_STATE_PLAYING_REFRESH, /* 4 */ SFX_STATE_PLAYING_1, /* 5 */ SFX_STATE_PLAYING_2 } SfxState; typedef struct SfxBankEntry { /* 0x00 */ f32* posX; /* 0x04 */ f32* posY; /* 0x08 */ f32* posZ; /* 0x0C */ u8 token; /* 0x10 */ f32* freqScale; /* 0x14 */ f32* vol; /* 0x18 */ s8* reverbAdd; /* 0x1C */ f32 dist; /* 0x20 */ u32 priority; // lower is more prioritized /* 0x24 */ u8 sfxImportance; /* 0x26 */ u16 sfxParams; /* 0x28 */ u16 sfxId; /* 0x2A */ u8 state; // uses SfxState enum /* 0x2B */ u8 freshness; /* 0x2C */ u8 prev; /* 0x2D */ u8 next; /* 0x2E */ u8 channelIndex; /* 0x2F */ u8 unk_2F; } SfxBankEntry; // size = 0x30 /* * SFX IDs * * index 0000000111111111 observed in audio code * & 200 0000001000000000 single bit * & 400 0000010000000000 single bit * & 800 0000100000000000 single bit, what we currently call SFX_FLAG * & 600 0000011000000000 2 bits * & A00 0000101000000000 2 bits * & C00 0000110000000000 2 bits, observed in audio code * & E00 0000111000000000 all 3 bits * bank 1111000000000000 observed in audio code */ #define DEFINE_SFX(enum, _1, _2, _3, _4) enum, typedef enum SfxId { NA_SE_NONE, // Requesting a sfx with this id will play no sound NA_SE_PL_BASE = 0x7FF, #include "tables/sfx/playerbank_table.h" NA_SE_IT_BASE = 0x17FF, #include "tables/sfx/itembank_table.h" NA_SE_EV_BASE = 0x27FF, #include "tables/sfx/environmentbank_table.h" NA_SE_EN_BASE = 0x37FF, #include "tables/sfx/enemybank_table.h" NA_SE_SY_BASE = 0x47FF, #include "tables/sfx/systembank_table.h" NA_SE_OC_BASE = 0x57FF, #include "tables/sfx/ocarinabank_table.h" NA_SE_VO_BASE = 0x67FF, #include "tables/sfx/voicebank_table.h" NA_SE_MAX } SfxId; #undef DEFINE_SFX #define SFX_BANK_SHIFT(sfxId) (((sfxId) >> 12) & 0xFF) #define SFX_BANK_MASK(sfxId) ((sfxId) & 0xF000) #define SFX_INDEX(sfxId) ((sfxId) & 0x01FF) #define SFX_BANK(sfxId) SFX_BANK_SHIFT(SFX_BANK_MASK(sfxId)) #define SFX_FLAG 0x800 typedef struct ActiveSfx { u32 priority; // lower is more prioritized u8 entryIndex; } ActiveSfx; // SfxParams bit-packing #define SFX_PARAM_01_SHIFT 0 #define SFX_PARAM_01_MASK (3 << SFX_PARAM_01_SHIFT) #define SFX_FLAG_2 (1 << 2) #define SFX_FLAG_3 (1 << 3) #define SFX_FLAG_4 (1 << 4) #define SFX_FLAG_5 (1 << 5) #define SFX_PARAM_67_SHIFT 6 #define SFX_PARAM_67_MASK (3 << SFX_PARAM_67_SHIFT) #define SFX_FLAG_9 (1 << 9) #define SFX_FLAG_10_SHIFT 10 #define SFX_FLAG_10 (1 << SFX_FLAG_10_SHIFT) #define SFX_FLAG_11 (1 << 11) #define SFX_FLAG_12 (1 << 12) #define SFX_FLAG_13 (1 << 13) #define SFX_FLAG_14 (1 << 14) #define SFX_FLAG_15 (1 << 15) typedef struct SfxParams { u8 importance; u16 params; } SfxParams; #if OOT_DEBUG #define SFX_DIST_SCALING 1.0f #else #define SFX_DIST_SCALING 10.0f #endif void Audio_SetSfxBanksMute(u16 muteMask); void Audio_QueueSeqCmdMute(u8 channelIndex); void Audio_ClearBGMMute(u8 channelIndex); void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd); void Audio_ProcessSfxRequest(void); void Audio_ChooseActiveSfx(u8 bankId); void Audio_PlayActiveSfx(u8 bankId); void Audio_StopSfxByBank(u8 bankId); void func_800F8884(u8 bankId, Vec3f* pos); void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos); void Audio_StopSfxByPos(Vec3f* pos); void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId); void Audio_StopSfxByTokenAndId(u8 token, u16 sfxId); void Audio_StopSfxById(u32 sfxId); void Audio_ProcessSfxRequests(void); void func_800F8F88(void); u8 Audio_IsSfxPlaying(u32 sfxId); void Audio_ResetSfx(void); extern Vec3f gSfxDefaultPos; extern f32 gSfxDefaultFreqAndVolScale; extern s8 gSfxDefaultReverb; #endif