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d8f2e9abc6
* ActorContext * frameadvance * SfxSource * GameOverContext * RoomContext * TransitionActorContext * fix bss * Move PlayState * Move play functions to new header * SAC_ENABLE * no longer needed * SAC_ENABLE again * z_demo being silly * comment * format headers * fix retail bss * actually fix bss * Cutscene_ProcessScript comment * bss again * Update src/code/z_demo.c Co-authored-by: cadmic <cadmic24@gmail.com> * rename to frame_advance and remove it from z64.h * move macros too * review * Rename SequenceContext to SceneSequences --------- Co-authored-by: cadmic <cadmic24@gmail.com>
65 lines
1.9 KiB
C
65 lines
1.9 KiB
C
#include "z64sfx_source.h"
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#include "global.h"
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void SfxSource_InitAll(PlayState* play) {
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SfxSource* sources = &play->sfxSources[0];
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s32 i;
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// clang-format off
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for (i = 0; i < ARRAY_COUNT(play->sfxSources); i++) { sources[i].countdown = 0; }
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// clang-format on
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}
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void SfxSource_UpdateAll(PlayState* play) {
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SfxSource* source = &play->sfxSources[0];
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s32 i;
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for (i = 0; i < ARRAY_COUNT(play->sfxSources); i++) {
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if (source->countdown != 0) {
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if (DECR(source->countdown) == 0) {
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Audio_StopSfxByPos(&source->projectedPos);
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} else {
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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}
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}
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source++;
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}
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}
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void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId) {
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s32 countdown;
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SfxSource* source;
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s32 smallestCountdown = 0xFFFF;
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SfxSource* backupSource;
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s32 i;
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source = &play->sfxSources[0];
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for (i = 0; i < ARRAY_COUNT(play->sfxSources); i++) {
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if (source->countdown == 0) {
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break;
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}
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// Store the sfx source with the smallest remaining countdown
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countdown = source->countdown;
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if (countdown < smallestCountdown) {
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smallestCountdown = countdown;
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backupSource = source;
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}
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source++;
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}
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// If no sfx source is available, replace the sfx source with the smallest remaining countdown
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if (i >= ARRAY_COUNT(play->sfxSources)) {
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source = backupSource;
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Audio_StopSfxByPos(&source->projectedPos);
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}
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source->worldPos = *worldPos;
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source->countdown = duration;
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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Audio_PlaySfxGeneral(sfxId, &source->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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}
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