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0a95d17aa8
* Seq 109 docs * Fix * Reorder function name
279 lines
15 KiB
C
279 lines
15 KiB
C
#ifndef SEQUENCE_H
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#define SEQUENCE_H
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#define NA_BGM_STOP 0x100000FF
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#define NA_BGM_GENERAL_SFX 0x0 // General Sound Effects
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#define NA_BGM_NATURE_AMBIENCE 0x1 // Environmental nature background sounds
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#define NA_BGM_FIELD_LOGIC 0x2 // Hyrule Field
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#define NA_BGM_FIELD_INIT 0x3 // Hyrule Field Initial Segment From Loading Area
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#define NA_BGM_FIELD_DEFAULT_1 0x4 // Hyrule Field Moving Segment 1
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#define NA_BGM_FIELD_DEFAULT_2 0x5 // Hyrule Field Moving Segment 2
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#define NA_BGM_FIELD_DEFAULT_3 0x6 // Hyrule Field Moving Segment 3
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#define NA_BGM_FIELD_DEFAULT_4 0x7 // Hyrule Field Moving Segment 4
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#define NA_BGM_FIELD_DEFAULT_5 0x8 // Hyrule Field Moving Segment 5
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#define NA_BGM_FIELD_DEFAULT_6 0x9 // Hyrule Field Moving Segment 6
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#define NA_BGM_FIELD_DEFAULT_7 0x0A // Hyrule Field Moving Segment 7
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#define NA_BGM_FIELD_DEFAULT_8 0x0B // Hyrule Field Moving Segment 8
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#define NA_BGM_FIELD_DEFAULT_9 0x0C // Hyrule Field Moving Segment 9
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#define NA_BGM_FIELD_DEFAULT_A 0x0D // Hyrule Field Moving Segment 10
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#define NA_BGM_FIELD_DEFAULT_B 0x0E // Hyrule Field Moving Segment 11
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#define NA_BGM_FIELD_ENEMY_INIT 0x0F // Hyrule Field Enemy Approaches
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#define NA_BGM_FIELD_ENEMY_1 0x10 // Hyrule Field Enemy Near Segment 1
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#define NA_BGM_FIELD_ENEMY_2 0x11 // Hyrule Field Enemy Near Segment 2
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#define NA_BGM_FIELD_ENEMY_3 0x12 // Hyrule Field Enemy Near Segment 3
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#define NA_BGM_FIELD_ENEMY_4 0x13 // Hyrule Field Enemy Near Segment 4
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#define NA_BGM_FIELD_STILL_1 0x14 // Hyrule Field Standing Still Segment 1
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#define NA_BGM_FIELD_STILL_2 0x15 // Hyrule Field Standing Still Segment 2
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#define NA_BGM_FIELD_STILL_3 0x16 // Hyrule Field Standing Still Segment 3
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#define NA_BGM_FIELD_STILL_4 0x17 // Hyrule Field Standing Still Segment 4
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#define NA_BGM_DUNGEON 0x18 // Dodongo's Cavern
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#define NA_BGM_KAKARIKO_ADULT 0x19 // Kakariko Village (Adult)
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#define NA_BGM_ENEMY 0x1A // Battle
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#define NA_BGM_BOSS 0x1B // Boss Battle "NA_BGM_BOSS00"
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#define NA_BGM_INSIDE_DEKU_TREE 0x1C // Inside the Deku Tree "NA_BGM_FAIRY_DUNGEON"
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#define NA_BGM_MARKET 0x1D // Market
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#define NA_BGM_TITLE 0x1E // Title Theme
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#define NA_BGM_LINK_HOUSE 0x1F // House
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#define NA_BGM_GAME_OVER 0x20 // Game Over
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#define NA_BGM_BOSS_CLEAR 0x21 // Boss Clear
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#define NA_BGM_ITEM_GET 0x22 // Obtain Item
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#define NA_BGM_OPENING_GANON 0x23 // Enter Ganondorf
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#define NA_BGM_HEART_GET 0x24 // Obtain Heart Container
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#define NA_BGM_OCA_LIGHT 0x25 // Prelude of Light
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#define NA_BGM_JABU_JABU 0x26 // Inside Jabu-Jabu's Belly "NA_BGM_BUYO_DUNGEON"
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#define NA_BGM_KAKARIKO_KID 0x27 // Kakariko Village (Child)
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#define NA_BGM_GREAT_FAIRY 0x28 // Great Fairy's Fountain "NA_BGM_GODESS"
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#define NA_BGM_ZELDA_THEME 0x29 // Zelda's Theme "NA_BGM_HIME"
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#define NA_BGM_FIRE_TEMPLE 0x2A // Fire Temple "NA_BGM_FIRE_DUNGEON"
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#define NA_BGM_OPEN_TRE_BOX 0x2B // Open Treasure Chest
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#define NA_BGM_FOREST_TEMPLE 0x2C // Forest Temple "NA_BGM_FORST_DUNGEON"
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#define NA_BGM_COURTYARD 0x2D // Hyrule Castle Courtyard "NA_BGM_HIRAL_GARDEN"
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#define NA_BGM_GANON_TOWER 0x2E // Ganondorf's Theme
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#define NA_BGM_LONLON 0x2F // Lon Lon Ranch "NA_BGM_RONRON"
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#define NA_BGM_GORON_CITY 0x30 // Goron City "NA_BGM_GORON"
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#define NA_BGM_FIELD_MORNING 0x31 // Hyrule Field Morning Theme
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#define NA_BGM_SPIRITUAL_STONE 0x32 // Spiritual Stone Get "NA_BGM_SPIRIT_STONE"
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#define NA_BGM_OCA_BOLERO 0x33 // Bolero of Fire "NA_BGM_OCA_FLAME"
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#define NA_BGM_OCA_MINUET 0x34 // Minuet of Forest "NA_BGM_OCA_WIND"
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#define NA_BGM_OCA_SERENADE 0x35 // Serenade of Water "NA_BGM_OCA_WATER"
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#define NA_BGM_OCA_REQUIEM 0x36 // Requiem of Spirit "NA_BGM_OCA_SOUL"
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#define NA_BGM_OCA_NOCTURNE 0x37 // Nocturne of Shadow "NA_BGM_OCA_DARKNESS"
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#define NA_BGM_MINI_BOSS 0x38 // Mini-Boss Battle "NA_BGM_MIDDLE_BOSS"
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#define NA_BGM_SMALL_ITEM_GET 0x39 // Obtain Small Item "NA_BGM_S_ITEM_GET"
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#define NA_BGM_TEMPLE_OF_TIME 0x3A // Temple of Time "NA_BGM_SHRINE_OF_TIME"
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#define NA_BGM_EVENT_CLEAR 0x3B // Escape from Lon Lon Ranch
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#define NA_BGM_KOKIRI 0x3C // Kokiri Forest
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#define NA_BGM_OCA_FAIRY_GET 0x3D // Obtain Fairy Ocarina "NA_BGM_OCA_YOUSEI"
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#define NA_BGM_SARIA_THEME 0x3E // Lost Woods "NA_BGM_MAYOIMORI"
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#define NA_BGM_SPIRIT_TEMPLE 0x3F // Spirit Temple "NA_BGM_SOUL_DUNGEON"
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#define NA_BGM_HORSE 0x40 // Horse Race
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#define NA_BGM_HORSE_GOAL 0x41 // Horse Race Goal
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#define NA_BGM_INGO 0x42 // Ingo's Theme
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#define NA_BGM_MEDALLION_GET 0x43 // Obtain Medallion "NA_BGM_MEDAL_GET"
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#define NA_BGM_OCA_SARIA 0x44 // Ocarina Saria's Song
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#define NA_BGM_OCA_EPONA 0x45 // Ocarina Epona's Song
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#define NA_BGM_OCA_ZELDA 0x46 // Ocarina Zelda's Lullaby
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#define NA_BGM_OCA_SUNS 0x47 // Ocarina Sun's Song "NA_BGM_OCA_SUNMOON"
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#define NA_BGM_OCA_TIME 0x48 // Ocarina Song of Time
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#define NA_BGM_OCA_STORM 0x49 // Ocarina Song of Storms
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#define NA_BGM_NAVI_OPENING 0x4A // Fairy Flying "NA_BGM_NAVI"
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#define NA_BGM_DEKU_TREE_CS 0x4B // Deku Tree "NA_BGM_DEKUNOKI"
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#define NA_BGM_WINDMILL 0x4C // Windmill Hut "NA_BGM_FUSHA"
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#define NA_BGM_HYRULE_CS 0x4D // Legend of Hyrule "NA_BGM_HIRAL_DEMO"
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#define NA_BGM_MINI_GAME 0x4E // Shooting Gallery
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#define NA_BGM_SHEIK 0x4F // Sheik's Theme "NA_BGM_SEAK"
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#define NA_BGM_ZORA_DOMAIN 0x50 // Zora's Domain "NA_BGM_ZORA"
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#define NA_BGM_APPEAR 0x51 // Enter Zelda
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#define NA_BGM_ADULT_LINK 0x52 // Goodbye to Zelda
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#define NA_BGM_MASTER_SWORD 0x53 // Master Sword
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#define NA_BGM_INTRO_GANON 0x54
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#define NA_BGM_SHOP 0x55 // Shop
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#define NA_BGM_CHAMBER_OF_SAGES 0x56 // Chamber of the Sages "NA_BGM_KENJA"
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#define NA_BGM_FILE_SELECT 0x57 // File Select
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#define NA_BGM_ICE_CAVERN 0x58 // Ice Cavern "NA_BGM_ICE_DUNGEON"
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#define NA_BGM_DOOR_OF_TIME 0x59 // Open Door of Temple of Time "NA_BGM_GATE_OPEN"
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#define NA_BGM_OWL 0x5A // Kaepora Gaebora's Theme
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#define NA_BGM_SHADOW_TEMPLE 0x5B // Shadow Temple "NA_BGM_DARKNESS_DUNGEON"
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#define NA_BGM_WATER_TEMPLE 0x5C // Water Temple "NA_BGM_AQUA_DUNGEON"
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#define NA_BGM_BRIDGE_TO_GANONS 0x5D // Ganon's Castle Bridge "NA_BGM_BRIDGE"
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#define NA_BGM_OCARINA_OF_TIME 0x5E // Ocarina of Time "NA_BGM_SARIA"
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#define NA_BGM_GERUDO_VALLEY 0x5F // Gerudo Valley "NA_BGM_GERUDO"
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#define NA_BGM_POTION_SHOP 0x60 // Potion Shop "NA_BGM_DRUGSTORE"
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#define NA_BGM_KOTAKE_KOUME 0x61 // Kotake & Koume's Theme
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#define NA_BGM_ESCAPE 0x62 // Escape from Ganon's Castle
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#define NA_BGM_UNDERGROUND 0x63 // Ganon's Castle Under Ground
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#define NA_BGM_GANONDORF_BOSS 0x64 // Ganondorf Battle
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#define NA_BGM_GANON_BOSS 0x65 // Ganon Battle
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#define NA_BGM_END_DEMO 0x66 // Seal of Six Sages
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#define NA_BGM_STAFF_1 0x67 // End Credits I
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#define NA_BGM_STAFF_2 0x68 // End Credits II
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#define NA_BGM_STAFF_3 0x69 // End Credits III
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#define NA_BGM_STAFF_4 0x6A // End Credits IV
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#define NA_BGM_FIRE_BOSS 0x6B // King Dodongo & Volvagia Boss Battle "NA_BGM_BOSS01"
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#define NA_BGM_TIMED_MINI_GAME 0x6C // Mini-Game
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#define NA_BGM_CUTSCENE_EFFECTS 0x6D // A small collection of various cutscene sounds
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#define NA_BGM_NO_MUSIC 0x7F // No bgm music is played
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#define NA_BGM_NATURE_SFX_RAIN 0x80 // Related to rain
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#define NA_BGM_DISABLED 0xFFFF
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typedef enum {
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/* 0 */ SEQ_PLAYER_BGM_MAIN,
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/* 1 */ SEQ_PLAYER_FANFARE,
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/* 2 */ SEQ_PLAYER_SFX,
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/* 3 */ SEQ_PLAYER_BGM_SUB
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} SequencePlayerId;
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typedef enum {
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/* 0 */ SEQ_MODE_DEFAULT,
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/* 1 */ SEQ_MODE_ENEMY,
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/* 2 */ SEQ_MODE_STILL, // Not moving or first-person view
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/* 3 */ SEQ_MODE_IGNORE
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} SequenceMode;
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typedef enum {
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/* 0x0 */ SEQ_CS_EFFECTS_SWORD_GLOW, // Master sword glow
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/* 0x1 */ SEQ_CS_EFFECTS_SHEIK_TRANSFORM, // Sheik's transformation to Zelda
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/* 0x2 */ SEQ_CS_EFFECTS_SAGE_SEAL, // Sages accumulating their power
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/* 0x3 */ SEQ_CS_EFFECTS_FARORE_MAGIC, // Farore's magic creating life
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/* 0x4 */ SEQ_CS_EFFECTS_NAYRU_MAGIC, // Nayru's magic establishing order
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/* 0x5 */ SEQ_CS_EFFECTS_DIN_MAGIC, // Din's building of the earth
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/* 0x6 */ SEQ_CS_EFFECTS_LAVA_ERUPT, // Lava erupting from Volvagia's pit
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/* 0x7 */ SEQ_CS_EFFECTS_BONGO_HURL_LINK, // Link screaming while attacked by invisible Bongo Bongo
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/* 0x8 */ SEQ_CS_EFFECTS_BONGO_HOVER, // Bongo Bongo hovering menacingly
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/* 0x9 */ SEQ_CS_EFFECTS_BONGO_EMERGES, // Bongo Bongo emerging from the well
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/* 0xA */ SEQ_CS_EFFECTS_TRIAL_WARP, // Warping from one of the trial barriers
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/* 0xB */ SEQ_CS_EFFECTS_TRIAL_DESTROY, // Destroying one of the trial barriers
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/* 0xC */ SEQ_CS_EFFECTS_DISPEL_BARRIER, // Dispelling the Tower barrier
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/* 0xD */ SEQ_CS_EFFECTS_TOWER_COLLAPSE, // Ganon's Tower's collapse
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/* 0xE */ SEQ_CS_EFFECTS_LINK_SCREAM, // Child Link screaming (unused)
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/* 0xF */ SEQ_CS_EFFECTS_RAINFALL // Rain with thunder effects
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} SequenceCutsceneEffects;
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typedef enum {
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/* 0x0 */ CHANNEL_IO_PORT_0,
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/* 0x1 */ CHANNEL_IO_PORT_1,
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/* 0x2 */ CHANNEL_IO_PORT_2,
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/* 0x3 */ CHANNEL_IO_PORT_3,
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/* 0x4 */ CHANNEL_IO_PORT_4,
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/* 0x5 */ CHANNEL_IO_PORT_5,
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/* 0x6 */ CHANNEL_IO_PORT_6,
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/* 0x7 */ CHANNEL_IO_PORT_7
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} ChannelIOPort;
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typedef enum {
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/* 0x0 */ NATURE_CHANNEL_STREAM_0,
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/* 0x1 */ NATURE_CHANNEL_CRITTER_0,
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/* 0x2 */ NATURE_CHANNEL_CRITTER_1,
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/* 0x3 */ NATURE_CHANNEL_CRITTER_2,
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/* 0x4 */ NATURE_CHANNEL_CRITTER_3,
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/* 0x5 */ NATURE_CHANNEL_CRITTER_4,
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/* 0x6 */ NATURE_CHANNEL_CRITTER_5,
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/* 0x7 */ NATURE_CHANNEL_CRITTER_6,
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/* 0x8 */ NATURE_CHANNEL_CRITTER_7,
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/* 0xC */ NATURE_CHANNEL_STREAM_1 = 12,
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/* 0xD */ NATURE_CHANNEL_UNK,
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/* 0xE */ NATURE_CHANNEL_RAIN,
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/* 0xF */ NATURE_CHANNEL_LIGHTNING
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} NatureChannelIdx; // playerIdx = 0 (Overlaps with main bgm)
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typedef enum {
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/* 0x00 */ NATURE_ID_GENERAL_NIGHT,
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/* 0x01 */ NATURE_ID_MARKET_ENTRANCE,
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/* 0x02 */ NATURE_ID_KAKARIKO_REGION,
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/* 0x03 */ NATURE_ID_MARKET_RUINS,
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/* 0x04 */ NATURE_ID_KOKIRI_REGION,
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/* 0x05 */ NATURE_ID_MARKET_NIGHT,
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/* 0x06 */ NATURE_ID_06,
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/* 0x07 */ NATURE_ID_GANONS_LAIR,
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/* 0x08 */ NATURE_ID_08,
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/* 0x09 */ NATURE_ID_09,
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/* 0x0A */ NATURE_ID_WASTELAND,
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/* 0x0B */ NATURE_ID_COLOSSUS,
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/* 0x0C */ NATURE_ID_DEATH_MOUNTAIN_TRAIL,
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/* 0x0D */ NATURE_ID_0D,
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/* 0x0E */ NATURE_ID_0E,
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/* 0x0F */ NATURE_ID_0F,
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/* 0x10 */ NATURE_ID_10,
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/* 0x11 */ NATURE_ID_11,
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/* 0x12 */ NATURE_ID_12,
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/* 0x13 */ NATURE_ID_NONE,
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/* 0xFF */ NATURE_ID_DISABLED = 0xFF
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} NatureAmbienceId;
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typedef enum {
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/* 0x00 */ NATURE_STREAM_RUSHING_WATER,
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/* 0x01 */ NATURE_STREAM_HOWLING_WIND,
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/* 0x02 */ NATURE_STREAM_SCREECHING_WIND,
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/* 0x03 */ NATURE_STREAM_SCREECHING_WIND_ALT1
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} NatureStreamId;
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typedef enum {
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/* 0x00 */ NATURE_CRITTER_BIRD_CHIRP_1,
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/* 0x01 */ NATURE_CRITTER_TAP,
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/* 0x02 */ NATURE_CRITTER_BIRD_CHIRP_2,
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/* 0x03 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT1,
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/* 0x04 */ NATURE_CRITTER_CRICKETS,
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/* 0x05 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT2,
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/* 0x06 */ NATURE_CRITTER_LOUD_CHIRPING,
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/* 0x07 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT3,
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/* 0x08 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT4,
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/* 0x09 */ NATURE_CRITTER_CROWS_CAWS,
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/* 0x0A */ NATURE_CRITTER_SMALL_BIRD_CHIRPS,
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/* 0x0B */ NATURE_CRITTER_BIRD_SCREECH,
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/* 0x0C */ NATURE_CRITTER_BIRD_SONG,
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/* 0x0D */ NATURE_CRITTER_OWL_HOOT,
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/* 0x0E */ NATURE_CRITTER_HAWK_SCREECH,
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/* 0x0F */ NATURE_CRITTER_BIRD_CALL,
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/* 0x10 */ NATURE_CRITTER_CAWING_BIRD,
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/* 0x11 */ NATURE_CRITTER_CUCCO_CROWS,
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/* 0x12 */ NATURE_CRITTER_BIRD_CHIRP_2_ALT1,
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/* 0x13 */ NATURE_CRITTER_BIRD_CHIRP_1_ALT5
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} NatureAmimalId;
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#define NATURE_IO_CRITTER_0_TYPE(type) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_0_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_0_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_0_PORT5(reverb) NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_CRITTER_1_TYPE(type) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_1_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_1_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_1_PORT5(reverb) NATURE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_CRITTER_2_TYPE(type) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_2_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_2_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_2_PORT5(reverb) NATURE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_CRITTER_3_TYPE(type) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_3_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_3_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_3_PORT5(reverb) NATURE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_CRITTER_4_TYPE(type) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_4_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_4_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_4_PORT5(reverb) NATURE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_CRITTER_5_TYPE(type) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_5_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_5_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_5_PORT5(reverb) NATURE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_CRITTER_6_TYPE(type) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_CRITTER_6_BEND_PITCH(bend) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_3, bend
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#define NATURE_IO_CRITTER_6_NUM_LAYERS(num) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_4, num
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#define NATURE_IO_CRITTER_6_PORT5(reverb) NATURE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_5, reverb
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#define NATURE_IO_STREAM_0_TYPE(type) NATURE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_STREAM_0_PORT3(data) NATURE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_3, data
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#define NATURE_IO_STREAM_0_PORT4(data) NATURE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_4, data
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#define NATURE_IO_STREAM_1_TYPE(type) NATURE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_2, type
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#define NATURE_IO_STREAM_1_PORT3(data) NATURE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_3, data
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#define NATURE_IO_STREAM_1_PORT4(data) NATURE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_4, data
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#define NATURE_IO_ENTRIES_END 0xFF
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#endif
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