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e6bc4bd8cb
* Add names to all typedef'd structs, unions, and enums * wtf vs code * Use a better regex
151 lines
4.1 KiB
C
151 lines
4.1 KiB
C
#ifndef SFX_H
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#define SFX_H
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typedef enum SfxBankType {
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/* 0 */ BANK_PLAYER,
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/* 1 */ BANK_ITEM,
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/* 2 */ BANK_ENV,
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/* 3 */ BANK_ENEMY,
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/* 4 */ BANK_SYSTEM,
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/* 5 */ BANK_OCARINA,
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/* 6 */ BANK_VOICE
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} SfxBankType;
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typedef enum SfxState {
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/* 0 */ SFX_STATE_EMPTY,
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/* 1 */ SFX_STATE_QUEUED,
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/* 2 */ SFX_STATE_READY,
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/* 3 */ SFX_STATE_PLAYING_REFRESH,
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/* 4 */ SFX_STATE_PLAYING_1,
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/* 5 */ SFX_STATE_PLAYING_2
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} SfxState;
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typedef struct SfxBankEntry {
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/* 0x00 */ f32* posX;
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/* 0x04 */ f32* posY;
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/* 0x08 */ f32* posZ;
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/* 0x0C */ u8 token;
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/* 0x10 */ f32* freqScale;
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/* 0x14 */ f32* vol;
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/* 0x18 */ s8* reverbAdd;
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/* 0x1C */ f32 dist;
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/* 0x20 */ u32 priority; // lower is more prioritized
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/* 0x24 */ u8 sfxImportance;
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/* 0x26 */ u16 sfxParams;
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/* 0x28 */ u16 sfxId;
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/* 0x2A */ u8 state; // uses SfxState enum
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/* 0x2B */ u8 freshness;
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/* 0x2C */ u8 prev;
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/* 0x2D */ u8 next;
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/* 0x2E */ u8 channelIndex;
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/* 0x2F */ u8 unk_2F;
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} SfxBankEntry; // size = 0x30
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/*
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* SFX IDs
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*
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* index 0000000111111111 observed in audio code
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* & 200 0000001000000000 single bit
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* & 400 0000010000000000 single bit
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* & 800 0000100000000000 single bit, what we currently call SFX_FLAG
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* & 600 0000011000000000 2 bits
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* & A00 0000101000000000 2 bits
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* & C00 0000110000000000 2 bits, observed in audio code
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* & E00 0000111000000000 all 3 bits
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* bank 1111000000000000 observed in audio code
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*/
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#define DEFINE_SFX(enum, _1, _2, _3, _4) enum,
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typedef enum SfxId {
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NA_SE_NONE, // Requesting a sfx with this id will play no sound
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NA_SE_PL_BASE = 0x7FF,
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#include "tables/sfx/playerbank_table.h"
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NA_SE_IT_BASE = 0x17FF,
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#include "tables/sfx/itembank_table.h"
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NA_SE_EV_BASE = 0x27FF,
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#include "tables/sfx/environmentbank_table.h"
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NA_SE_EN_BASE = 0x37FF,
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#include "tables/sfx/enemybank_table.h"
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NA_SE_SY_BASE = 0x47FF,
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#include "tables/sfx/systembank_table.h"
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NA_SE_OC_BASE = 0x57FF,
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#include "tables/sfx/ocarinabank_table.h"
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NA_SE_VO_BASE = 0x67FF,
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#include "tables/sfx/voicebank_table.h"
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NA_SE_MAX
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} SfxId;
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#undef DEFINE_SFX
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#define SFX_BANK_SHIFT(sfxId) (((sfxId) >> 12) & 0xFF)
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#define SFX_BANK_MASK(sfxId) ((sfxId) & 0xF000)
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#define SFX_INDEX(sfxId) ((sfxId) & 0x01FF)
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#define SFX_BANK(sfxId) SFX_BANK_SHIFT(SFX_BANK_MASK(sfxId))
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#define SFX_FLAG 0x800
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typedef struct ActiveSfx {
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u32 priority; // lower is more prioritized
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u8 entryIndex;
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} ActiveSfx;
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// SfxParams bit-packing
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#define SFX_PARAM_01_SHIFT 0
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#define SFX_PARAM_01_MASK (3 << SFX_PARAM_01_SHIFT)
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#define SFX_FLAG_2 (1 << 2)
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#define SFX_FLAG_3 (1 << 3)
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#define SFX_FLAG_4 (1 << 4)
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#define SFX_FLAG_5 (1 << 5)
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#define SFX_PARAM_67_SHIFT 6
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#define SFX_PARAM_67_MASK (3 << SFX_PARAM_67_SHIFT)
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#define SFX_FLAG_9 (1 << 9)
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#define SFX_FLAG_10_SHIFT 10
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#define SFX_FLAG_10 (1 << SFX_FLAG_10_SHIFT)
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#define SFX_FLAG_11 (1 << 11)
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#define SFX_FLAG_12 (1 << 12)
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#define SFX_FLAG_13 (1 << 13)
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#define SFX_FLAG_14 (1 << 14)
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#define SFX_FLAG_15 (1 << 15)
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typedef struct SfxParams {
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u8 importance;
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u16 params;
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} SfxParams;
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#if OOT_DEBUG
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#define SFX_DIST_SCALING 1.0f
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#else
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#define SFX_DIST_SCALING 10.0f
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#endif
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void Audio_SetSfxBanksMute(u16 muteMask);
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void Audio_QueueSeqCmdMute(u8 channelIndex);
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void Audio_ClearBGMMute(u8 channelIndex);
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void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
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void Audio_ProcessSfxRequest(void);
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void Audio_ChooseActiveSfx(u8 bankId);
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void Audio_PlayActiveSfx(u8 bankId);
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void Audio_StopSfxByBank(u8 bankId);
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void func_800F8884(u8 bankId, Vec3f* pos);
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void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos);
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void Audio_StopSfxByPos(Vec3f* pos);
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void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId);
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void Audio_StopSfxByTokenAndId(u8 token, u16 sfxId);
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void Audio_StopSfxById(u32 sfxId);
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void Audio_ProcessSfxRequests(void);
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void func_800F8F88(void);
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u8 Audio_IsSfxPlaying(u32 sfxId);
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void Audio_ResetSfx(void);
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extern Vec3f gSfxDefaultPos;
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extern f32 gSfxDefaultFreqAndVolScale;
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extern s8 gSfxDefaultReverb;
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#endif
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