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oot/include/sequence.h
cadmic 621b8f38c5
[ntsc-1.0/1.1] Match audio library (#2243)
* [ntsc-1.0/1.1] Match audio library

* Don't include versions.h in audio table headers

* Include versions.h where audio tables are used
2024-10-09 10:53:16 -04:00

240 lines
11 KiB
C

#ifndef SEQUENCE_H
#define SEQUENCE_H
#include "ultra64.h"
#include "versions.h"
#define DEFINE_SEQUENCE(_0, seqId, _2, _3, _4) seqId,
#define DEFINE_SEQUENCE_PTR(_0, seqId, _2, _3, _4) seqId,
typedef enum {
#include "tables/sequence_table.h"
NA_BGM_MAX,
NA_BGM_NO_MUSIC = 0x7F,
NA_BGM_NATURE_SFX_RAIN = 0x80,
NA_BGM_DISABLED = 0xFFFF
} NA_BGM;
#undef DEFINE_SEQUENCE
#undef DEFINE_SEQUENCE_PTR
typedef enum SequencePlayerId {
/* 0 */ SEQ_PLAYER_BGM_MAIN,
/* 1 */ SEQ_PLAYER_FANFARE,
/* 2 */ SEQ_PLAYER_SFX,
/* 3 */ SEQ_PLAYER_BGM_SUB
} SequencePlayerId;
typedef enum SequenceMode {
/* 0 */ SEQ_MODE_DEFAULT,
/* 1 */ SEQ_MODE_ENEMY,
/* 2 */ SEQ_MODE_STILL, // Not moving or first-person view
/* 3 */ SEQ_MODE_IGNORE
} SequenceMode;
typedef enum SequenceCutsceneEffects {
/* 0x0 */ SEQ_CS_EFFECTS_SWORD_GLOW, // Master sword glow
/* 0x1 */ SEQ_CS_EFFECTS_SHEIK_TRANSFORM, // Sheik's transformation to Zelda
/* 0x2 */ SEQ_CS_EFFECTS_SAGE_SEAL, // Sages accumulating their power
/* 0x3 */ SEQ_CS_EFFECTS_FARORE_MAGIC, // Farore's magic creating life
/* 0x4 */ SEQ_CS_EFFECTS_NAYRU_MAGIC, // Nayru's magic establishing order
/* 0x5 */ SEQ_CS_EFFECTS_DIN_MAGIC, // Din's building of the earth
/* 0x6 */ SEQ_CS_EFFECTS_LAVA_ERUPT, // Lava erupting from Volvagia's pit
/* 0x7 */ SEQ_CS_EFFECTS_BONGO_HURL_LINK, // Link screaming while attacked by invisible Bongo Bongo
/* 0x8 */ SEQ_CS_EFFECTS_BONGO_HOVER, // Bongo Bongo hovering menacingly
/* 0x9 */ SEQ_CS_EFFECTS_BONGO_EMERGES, // Bongo Bongo emerging from the well
/* 0xA */ SEQ_CS_EFFECTS_TRIAL_WARP, // Warping from one of the trial barriers
/* 0xB */ SEQ_CS_EFFECTS_TRIAL_DESTROY, // Destroying one of the trial barriers
/* 0xC */ SEQ_CS_EFFECTS_DISPEL_BARRIER, // Dispelling the Tower barrier
/* 0xD */ SEQ_CS_EFFECTS_TOWER_COLLAPSE, // Ganon's Tower's collapse
/* 0xE */ SEQ_CS_EFFECTS_LINK_SCREAM, // Child Link screaming (unused)
/* 0xF */ SEQ_CS_EFFECTS_RAINFALL // Rain with thunder effects
} SequenceCutsceneEffects;
typedef enum ChannelIOPort {
/* 0x0 */ CHANNEL_IO_PORT_0,
/* 0x1 */ CHANNEL_IO_PORT_1,
/* 0x2 */ CHANNEL_IO_PORT_2,
/* 0x3 */ CHANNEL_IO_PORT_3,
/* 0x4 */ CHANNEL_IO_PORT_4,
/* 0x5 */ CHANNEL_IO_PORT_5,
/* 0x6 */ CHANNEL_IO_PORT_6,
/* 0x7 */ CHANNEL_IO_PORT_7
} ChannelIOPort;
typedef enum VolumeScaleIndex {
/* 0 */ VOL_SCALE_INDEX_BGM_MAIN,
/* 1 */ VOL_SCALE_INDEX_FANFARE,
/* 2 */ VOL_SCALE_INDEX_SFX,
/* 3 */ VOL_SCALE_INDEX_BGM_SUB,
/* 4 */ VOL_SCALE_INDEX_MAX
} VolumeScaleIndex; // May be worth using SequencePlayerId instead
typedef struct ActiveSequenceChannelData {
/* 0x00 */ f32 volCur;
/* 0x04 */ f32 volTarget;
/* 0x08 */ f32 volStep;
/* 0x0C */ u16 volTimer;
/* 0x10 */ f32 freqScaleCur;
/* 0x14 */ f32 freqScaleTarget;
/* 0x18 */ f32 freqScaleStep;
/* 0x1C */ u16 freqScaleTimer;
} ActiveSequenceChannelData; // size = 0x20
typedef struct ActiveSequence {
/* 0x000 */ f32 volCur;
/* 0x004 */ f32 volTarget;
/* 0x008 */ f32 volStep;
/* 0x00C */ u16 volTimer;
/* 0x00E */ u8 volScales[VOL_SCALE_INDEX_MAX];
/* 0x012 */ u8 volFadeTimer;
/* 0x013 */ u8 fadeVolUpdate;
/* 0x014 */ u32 tempoCmd;
/* 0x018 */ u16 tempoOriginal; // stores the original tempo before modifying it (to reset back to)
/* 0x01C */ f32 tempoCur;
/* 0x020 */ f32 tempoTarget;
/* 0x024 */ f32 tempoStep;
/* 0x028 */ u16 tempoTimer;
/* 0x02C */ u32 setupCmd[8]; // a queue of cmds to execute once the player is disabled
/* 0x04C */ u8 setupCmdTimer; // only execute setup commands when the timer is at 0.
/* 0x04D */ u8 setupCmdNum; // number of setup commands requested once the player is disabled
/* 0x04E */ u8 setupFadeTimer;
/* 0x050 */ ActiveSequenceChannelData channelData[16];
/* 0x250 */ u16 freqScaleChannelFlags;
/* 0x252 */ u16 volChannelFlags;
/* 0x254 */ u16 seqId; // active seqId currently playing. Resets when sequence stops
/* 0x256 */ u16 prevSeqId; // last seqId played on a player. Does not reset when sequence stops
/* 0x258 */ u16 channelPortMask;
/* 0x25C */ u32 startSeqCmd; // This name comes from MM
/* 0x260 */ u8 isWaitingForFonts; // This name comes from MM
} ActiveSequence; // size = 0x264
typedef enum NatureChannelIndex {
/* 0x0 */ NATURE_CHANNEL_STREAM_0,
/* 0x1 */ NATURE_CHANNEL_CRITTER_0,
/* 0x2 */ NATURE_CHANNEL_CRITTER_1,
/* 0x3 */ NATURE_CHANNEL_CRITTER_2,
/* 0x4 */ NATURE_CHANNEL_CRITTER_3,
/* 0x5 */ NATURE_CHANNEL_CRITTER_4,
/* 0x6 */ NATURE_CHANNEL_CRITTER_5,
/* 0x7 */ NATURE_CHANNEL_CRITTER_6,
/* 0x8 */ NATURE_CHANNEL_CRITTER_7,
/* 0xC */ NATURE_CHANNEL_STREAM_1 = 12,
/* 0xD */ NATURE_CHANNEL_UNK,
/* 0xE */ NATURE_CHANNEL_RAIN,
/* 0xF */ NATURE_CHANNEL_LIGHTNING
} NatureChannelIndex; // seqPlayerIndex = 0 (Overlaps with main bgm)
typedef enum NatureAmbienceId {
/* 0x00 */ NATURE_ID_GENERAL_NIGHT,
/* 0x01 */ NATURE_ID_MARKET_ENTRANCE,
/* 0x02 */ NATURE_ID_KAKARIKO_REGION,
/* 0x03 */ NATURE_ID_MARKET_RUINS,
/* 0x04 */ NATURE_ID_KOKIRI_REGION,
/* 0x05 */ NATURE_ID_MARKET_NIGHT,
/* 0x06 */ NATURE_ID_06,
/* 0x07 */ NATURE_ID_GANONS_LAIR,
/* 0x08 */ NATURE_ID_08,
/* 0x09 */ NATURE_ID_09,
/* 0x0A */ NATURE_ID_WASTELAND,
/* 0x0B */ NATURE_ID_COLOSSUS,
/* 0x0C */ NATURE_ID_DEATH_MOUNTAIN_TRAIL,
/* 0x0D */ NATURE_ID_0D,
/* 0x0E */ NATURE_ID_0E,
/* 0x0F */ NATURE_ID_0F,
/* 0x10 */ NATURE_ID_10,
/* 0x11 */ NATURE_ID_11,
/* 0x12 */ NATURE_ID_12,
/* 0x13 */ NATURE_ID_NONE,
/* 0xFF */ NATURE_ID_DISABLED = 0xFF
} NatureAmbienceId;
typedef enum NatureStreamId {
/* 0x00 */ NATURE_STREAM_RUSHING_WATER,
/* 0x01 */ NATURE_STREAM_HOWLING_WIND,
/* 0x02 */ NATURE_STREAM_SCREECHING_WIND,
/* 0x03 */ NATURE_STREAM_SCREECHING_WIND_ALT1
} NatureStreamId;
typedef enum NatureAmimalId {
/* 0x00 */ NATURE_CRITTER_BIRD_CHIRP_1,
/* 0x01 */ NATURE_CRITTER_TAP,
/* 0x02 */ NATURE_CRITTER_BIRD_CHIRP_2,
/* 0x03 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT1,
/* 0x04 */ NATURE_CRITTER_CRICKETS,
/* 0x05 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT2,
/* 0x06 */ NATURE_CRITTER_LOUD_CHIRPING,
/* 0x07 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT3,
/* 0x08 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT4,
/* 0x09 */ NATURE_CRITTER_CROWS_CAWS,
/* 0x0A */ NATURE_CRITTER_SMALL_BIRD_CHIRPS,
/* 0x0B */ NATURE_CRITTER_BIRD_SCREECH,
/* 0x0C */ NATURE_CRITTER_BIRD_SONG,
/* 0x0D */ NATURE_CRITTER_OWL_HOOT,
/* 0x0E */ NATURE_CRITTER_HAWK_SCREECH,
/* 0x0F */ NATURE_CRITTER_BIRD_CALL,
/* 0x10 */ NATURE_CRITTER_CAWING_BIRD,
/* 0x11 */ NATURE_CRITTER_CUCCO_CROWS,
/* 0x12 */ NATURE_CRITTER_BIRD_CHIRP_2_ALT1,
/* 0x13 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT5
} NatureAmimalId;
#define NATURE_IO_CRITTER_0_TYPE(type) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_0_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_0_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_0_PORT5(reverb) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_CRITTER_1_TYPE(type) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_1_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_1_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_1_PORT5(reverb) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_CRITTER_2_TYPE(type) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_2_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_2_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_2_PORT5(reverb) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_CRITTER_3_TYPE(type) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_3_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_3_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_3_PORT5(reverb) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_CRITTER_4_TYPE(type) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_4_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_4_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_4_PORT5(reverb) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_CRITTER_5_TYPE(type) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_5_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_5_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_5_PORT5(reverb) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_CRITTER_6_TYPE(type) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_2, type
#define NATURE_IO_CRITTER_6_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_3, bend
#define NATURE_IO_CRITTER_6_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_4, num
#define NATURE_IO_CRITTER_6_PORT5(reverb) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_5, reverb
#define NATURE_IO_STREAM_0_TYPE(type) NATURE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_2, type
#define NATURE_IO_STREAM_0_PORT3(data) NATURE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_3, data
#define NATURE_IO_STREAM_0_PORT4(data) NATURE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_4, data
#define NATURE_IO_STREAM_1_TYPE(type) NATURE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_2, type
#define NATURE_IO_STREAM_1_PORT3(data) NATURE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_3, data
#define NATURE_IO_STREAM_1_PORT4(data) NATURE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_4, data
#define NATURE_IO_ENTRIES_END 0xFF
// functions in sequence.c
void Audio_StartSequence(u8 seqPlayerIndex, u8 seqId, u8 seqArgs, u16 fadeInDuration);
void Audio_StopSequence(u8 seqPlayerIndex, u16 fadeOutDuration);
void Audio_QueueSeqCmd(u32 cmd);
void Audio_ProcessSeqCmds(void);
u16 Audio_GetActiveSeqId(u8 seqPlayerIndex);
s32 Audio_IsSeqCmdNotQueued(u32 cmdVal, u32 cmdMask);
void Audio_SetVolumeScale(u8 seqPlayerIndex, u8 scaleIndex, u8 targetVol, u8 volFadeTimer);
void Audio_UpdateActiveSequences(void);
u8 func_800FAD34(void);
void Audio_ResetActiveSequences(void);
void Audio_ResetActiveSequencesAndVolume(void);
#endif