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062f4d8e15
* Document SoundSources * PR Suggestions * Duration timers to dec * `PlaySfxByPosAndId` -> `PlaySoundByPosition` * Begin importing docs from MM * Finish cleanup using code from MM * Start documenting commands * First attempt at thorough AudioSeqCmd wrappers * Improve names * Merge branch 'master' into audio_seqCmd fix name to minimize conflicts * Combine macros, implement them through repo * Improve docs * More progress, begin sequence command docs * seqcmd.h * More documentation of seqcmd.h * More docs * cleanup * More cleanup * More docs * VOL_SCALE_INDEX enum * missed enums * More Cleanup * docs * More docs * Add comments about sfxChannelLayout * More cleanup * Even better docs * Add a file description * small touchups * More cleanup of comments * more * More cleanup * More cleanup * Missing space * typos * Audio_SetVolumeScaleNow * More cleanup * Fill in enum * one more cleanup * Capitalize macros * remove AUDIO_ * cleanup * more cleanup * Small Fix * Add a lot of backticks for docs * Restructuring docs * More cleanup * swap channel args, cleanup * Typos * Many suggestions, revert filename * pr suggestions * even more PR * more pr suggestions * pr suggestion
326 lines
17 KiB
C
326 lines
17 KiB
C
#ifndef SEQUENCE_H
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#define SEQUENCE_H
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typedef enum {
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/* 0x00 */ NA_BGM_GENERAL_SFX, // General Sound Effects
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/* 0x01 */ NA_BGM_NATURE_AMBIENCE, // Environmental nature background sounds
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/* 0x02 */ NA_BGM_FIELD_LOGIC, // Hyrule Field
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/* 0x03 */ NA_BGM_FIELD_INIT, // Hyrule Field Initial Segment From Loading Area
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/* 0x04 */ NA_BGM_FIELD_DEFAULT_1, // Hyrule Field Moving Segment 1
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/* 0x05 */ NA_BGM_FIELD_DEFAULT_2, // Hyrule Field Moving Segment 2
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/* 0x06 */ NA_BGM_FIELD_DEFAULT_3, // Hyrule Field Moving Segment 3
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/* 0x07 */ NA_BGM_FIELD_DEFAULT_4, // Hyrule Field Moving Segment 4
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/* 0x08 */ NA_BGM_FIELD_DEFAULT_5, // Hyrule Field Moving Segment 5
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/* 0x09 */ NA_BGM_FIELD_DEFAULT_6, // Hyrule Field Moving Segment 6
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/* 0x0A */ NA_BGM_FIELD_DEFAULT_7, // Hyrule Field Moving Segment 7
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/* 0x0B */ NA_BGM_FIELD_DEFAULT_8, // Hyrule Field Moving Segment 8
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/* 0x0C */ NA_BGM_FIELD_DEFAULT_9, // Hyrule Field Moving Segment 9
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/* 0x0D */ NA_BGM_FIELD_DEFAULT_A, // Hyrule Field Moving Segment 10
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/* 0x0E */ NA_BGM_FIELD_DEFAULT_B, // Hyrule Field Moving Segment 11
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/* 0x0F */ NA_BGM_FIELD_ENEMY_INIT, // Hyrule Field Enemy Approaches
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/* 0x10 */ NA_BGM_FIELD_ENEMY_1, // Hyrule Field Enemy Near Segment 1
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/* 0x11 */ NA_BGM_FIELD_ENEMY_2, // Hyrule Field Enemy Near Segment 2
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/* 0x12 */ NA_BGM_FIELD_ENEMY_3, // Hyrule Field Enemy Near Segment 3
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/* 0x13 */ NA_BGM_FIELD_ENEMY_4, // Hyrule Field Enemy Near Segment 4
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/* 0x14 */ NA_BGM_FIELD_STILL_1, // Hyrule Field Standing Still Segment 1
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/* 0x15 */ NA_BGM_FIELD_STILL_2, // Hyrule Field Standing Still Segment 2
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/* 0x16 */ NA_BGM_FIELD_STILL_3, // Hyrule Field Standing Still Segment 3
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/* 0x17 */ NA_BGM_FIELD_STILL_4, // Hyrule Field Standing Still Segment 4
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/* 0x18 */ NA_BGM_DUNGEON, // Dodongo's Cavern
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/* 0x19 */ NA_BGM_KAKARIKO_ADULT, // Kakariko Village (Adult)
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/* 0x1A */ NA_BGM_ENEMY, // Battle
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/* 0x1B */ NA_BGM_BOSS, // Boss Battle "NA_BGM_BOSS00"
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/* 0x1C */ NA_BGM_INSIDE_DEKU_TREE, // Inside the Deku Tree "NA_BGM_FAIRY_DUNGEON"
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/* 0x1D */ NA_BGM_MARKET, // Market
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/* 0x1E */ NA_BGM_TITLE, // Title Theme
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/* 0x1F */ NA_BGM_LINK_HOUSE, // House
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/* 0x20 */ NA_BGM_GAME_OVER, // Game Over
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/* 0x21 */ NA_BGM_BOSS_CLEAR, // Boss Clear
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/* 0x22 */ NA_BGM_ITEM_GET, // Obtain Item
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/* 0x23 */ NA_BGM_OPENING_GANON, // Enter Ganondorf
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/* 0x24 */ NA_BGM_HEART_GET, // Obtain Heart Container
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/* 0x25 */ NA_BGM_OCA_LIGHT, // Prelude of Light
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/* 0x26 */ NA_BGM_JABU_JABU, // Inside Jabu-Jabu's Belly "NA_BGM_BUYO_DUNGEON"
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/* 0x27 */ NA_BGM_KAKARIKO_KID, // Kakariko Village (Child)
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/* 0x28 */ NA_BGM_GREAT_FAIRY, // Great Fairy's Fountain "NA_BGM_GODESS"
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/* 0x29 */ NA_BGM_ZELDA_THEME, // Zelda's Theme "NA_BGM_HIME"
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/* 0x2A */ NA_BGM_FIRE_TEMPLE, // Fire Temple "NA_BGM_FIRE_DUNGEON"
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/* 0x2B */ NA_BGM_OPEN_TRE_BOX, // Open Treasure Chest
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/* 0x2C */ NA_BGM_FOREST_TEMPLE, // Forest Temple "NA_BGM_FORST_DUNGEON"
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/* 0x2D */ NA_BGM_COURTYARD, // Hyrule Castle Courtyard "NA_BGM_HIRAL_GARDEN"
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/* 0x2E */ NA_BGM_GANON_TOWER, // Ganondorf's Theme
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/* 0x2F */ NA_BGM_LONLON, // Lon Lon Ranch "NA_BGM_RONRON"
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/* 0x30 */ NA_BGM_GORON_CITY, // Goron City "NA_BGM_GORON"
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/* 0x31 */ NA_BGM_FIELD_MORNING, // Hyrule Field Morning Theme
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/* 0x32 */ NA_BGM_SPIRITUAL_STONE, // Spiritual Stone Get "NA_BGM_SPIRIT_STONE"
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/* 0x33 */ NA_BGM_OCA_BOLERO, // Bolero of Fire "NA_BGM_OCA_FLAME"
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/* 0x34 */ NA_BGM_OCA_MINUET, // Minuet of Forest "NA_BGM_OCA_WIND"
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/* 0x35 */ NA_BGM_OCA_SERENADE, // Serenade of Water "NA_BGM_OCA_WATER"
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/* 0x36 */ NA_BGM_OCA_REQUIEM, // Requiem of Spirit "NA_BGM_OCA_SOUL"
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/* 0x37 */ NA_BGM_OCA_NOCTURNE, // Nocturne of Shadow "NA_BGM_OCA_DARKNESS"
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/* 0x38 */ NA_BGM_MINI_BOSS, // Mini-Boss Battle "NA_BGM_MIDDLE_BOSS"
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/* 0x39 */ NA_BGM_SMALL_ITEM_GET, // Obtain Small Item "NA_BGM_S_ITEM_GET"
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/* 0x3A */ NA_BGM_TEMPLE_OF_TIME, // Temple of Time "NA_BGM_SHRINE_OF_TIME"
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/* 0x3B */ NA_BGM_EVENT_CLEAR, // Escape from Lon Lon Ranch
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/* 0x3C */ NA_BGM_KOKIRI, // Kokiri Forest
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/* 0x3D */ NA_BGM_OCA_FAIRY_GET, // Obtain Fairy Ocarina "NA_BGM_OCA_YOUSEI"
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/* 0x3E */ NA_BGM_SARIA_THEME, // Lost Woods "NA_BGM_MAYOIMORI"
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/* 0x3F */ NA_BGM_SPIRIT_TEMPLE, // Spirit Temple "NA_BGM_SOUL_DUNGEON"
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/* 0x40 */ NA_BGM_HORSE, // Horse Race
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/* 0x41 */ NA_BGM_HORSE_GOAL, // Horse Race Goal
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/* 0x42 */ NA_BGM_INGO, // Ingo's Theme
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/* 0x43 */ NA_BGM_MEDALLION_GET, // Obtain Medallion "NA_BGM_MEDAL_GET"
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/* 0x44 */ NA_BGM_OCA_SARIA, // Ocarina Saria's Song
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/* 0x45 */ NA_BGM_OCA_EPONA, // Ocarina Epona's Song
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/* 0x46 */ NA_BGM_OCA_ZELDA, // Ocarina Zelda's Lullaby
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/* 0x47 */ NA_BGM_OCA_SUNS, // Ocarina Sun's Song "NA_BGM_OCA_SUNMOON"
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/* 0x48 */ NA_BGM_OCA_TIME, // Ocarina Song of Time
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/* 0x49 */ NA_BGM_OCA_STORM, // Ocarina Song of Storms
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/* 0x4A */ NA_BGM_NAVI_OPENING, // Fairy Flying "NA_BGM_NAVI"
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/* 0x4B */ NA_BGM_DEKU_TREE_CS, // Deku Tree "NA_BGM_DEKUNOKI"
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/* 0x4C */ NA_BGM_WINDMILL, // Windmill Hut "NA_BGM_FUSHA"
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/* 0x4D */ NA_BGM_HYRULE_CS, // Legend of Hyrule "NA_BGM_HIRAL_DEMO"
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/* 0x4E */ NA_BGM_MINI_GAME, // Shooting Gallery
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/* 0x4F */ NA_BGM_SHEIK, // Sheik's Theme "NA_BGM_SEAK"
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/* 0x50 */ NA_BGM_ZORA_DOMAIN, // Zora's Domain "NA_BGM_ZORA"
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/* 0x51 */ NA_BGM_APPEAR, // Enter Zelda
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/* 0x52 */ NA_BGM_ADULT_LINK, // Goodbye to Zelda
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/* 0x53 */ NA_BGM_MASTER_SWORD, // Master Sword
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/* 0x54 */ NA_BGM_INTRO_GANON,
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/* 0x55 */ NA_BGM_SHOP, // Shop
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/* 0x56 */ NA_BGM_CHAMBER_OF_SAGES, // Chamber of the Sages "NA_BGM_KENJA"
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/* 0x57 */ NA_BGM_FILE_SELECT, // File Select
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/* 0x58 */ NA_BGM_ICE_CAVERN, // Ice Cavern "NA_BGM_ICE_DUNGEON"
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/* 0x59 */ NA_BGM_DOOR_OF_TIME, // Open Door of Temple of Time "NA_BGM_GATE_OPEN"
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/* 0x5A */ NA_BGM_OWL, // Kaepora Gaebora's Theme
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/* 0x5B */ NA_BGM_SHADOW_TEMPLE, // Shadow Temple "NA_BGM_DARKNESS_DUNGEON"
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/* 0x5C */ NA_BGM_WATER_TEMPLE, // Water Temple "NA_BGM_AQUA_DUNGEON"
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/* 0x5D */ NA_BGM_BRIDGE_TO_GANONS, // Ganon's Castle Bridge "NA_BGM_BRIDGE"
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/* 0x5E */ NA_BGM_OCARINA_OF_TIME, // Ocarina of Time "NA_BGM_SARIA"
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/* 0x5F */ NA_BGM_GERUDO_VALLEY, // Gerudo Valley "NA_BGM_GERUDO"
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/* 0x60 */ NA_BGM_POTION_SHOP, // Potion Shop "NA_BGM_DRUGSTORE"
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/* 0x61 */ NA_BGM_KOTAKE_KOUME, // Kotake & Koume's Theme
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/* 0x62 */ NA_BGM_ESCAPE, // Escape from Ganon's Castle
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/* 0x63 */ NA_BGM_UNDERGROUND, // Ganon's Castle Under Ground
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/* 0x64 */ NA_BGM_GANONDORF_BOSS, // Ganondorf Battle
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/* 0x65 */ NA_BGM_GANON_BOSS, // Ganon Battle
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/* 0x66 */ NA_BGM_END_DEMO, // Seal of Six Sages
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/* 0x67 */ NA_BGM_STAFF_1, // End Credits I
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/* 0x68 */ NA_BGM_STAFF_2, // End Credits II
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/* 0x69 */ NA_BGM_STAFF_3, // End Credits III
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/* 0x6A */ NA_BGM_STAFF_4, // End Credits IV
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/* 0x6B */ NA_BGM_FIRE_BOSS, // King Dodongo & Volvagia Boss Battle "NA_BGM_BOSS01"
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/* 0x6C */ NA_BGM_TIMED_MINI_GAME, // Mini-Game
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/* 0x6D */ NA_BGM_CUTSCENE_EFFECTS, // A small collection of various cutscene sounds
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/* 0x7F */ NA_BGM_NO_MUSIC = 0x7F, // No bgm music is played
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/* 0x80 */ NA_BGM_NATURE_SFX_RAIN = 0x80, // Related to rain
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/* 0xFFFF */ NA_BGM_DISABLED = 0xFFFF
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} SeqId;
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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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/* 0 */ VOL_SCALE_INDEX_BGM_MAIN,
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/* 1 */ VOL_SCALE_INDEX_FANFARE,
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/* 2 */ VOL_SCALE_INDEX_SFX,
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/* 3 */ VOL_SCALE_INDEX_BGM_SUB,
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/* 4 */ VOL_SCALE_INDEX_MAX
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} VolumeScaleIndex; // May be worth using SequencePlayerId instead
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typedef struct {
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/* 0x00 */ f32 volCur;
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/* 0x04 */ f32 volTarget;
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/* 0x08 */ f32 volStep;
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/* 0x0C */ u16 volTimer;
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/* 0x10 */ f32 freqScaleCur;
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/* 0x14 */ f32 freqScaleTarget;
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/* 0x18 */ f32 freqScaleStep;
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/* 0x1C */ u16 freqScaleTimer;
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} ActiveSequenceChannelData; // size = 0x20
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typedef struct {
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/* 0x000 */ f32 volCur;
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/* 0x004 */ f32 volTarget;
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/* 0x008 */ f32 volStep;
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/* 0x00C */ u16 volTimer;
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/* 0x00E */ u8 volScales[VOL_SCALE_INDEX_MAX];
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/* 0x012 */ u8 volFadeTimer;
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/* 0x013 */ u8 fadeVolUpdate;
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/* 0x014 */ u32 tempoCmd;
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/* 0x018 */ u16 tempoOriginal; // stores the original tempo before modifying it (to reset back to)
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/* 0x01C */ f32 tempoCur;
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/* 0x020 */ f32 tempoTarget;
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/* 0x024 */ f32 tempoStep;
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/* 0x028 */ u16 tempoTimer;
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/* 0x02C */ u32 setupCmd[8]; // a queue of cmds to execute once the player is disabled
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/* 0x04C */ u8 setupCmdTimer; // only execute setup commands when the timer is at 0.
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/* 0x04D */ u8 setupCmdNum; // number of setup commands requested once the player is disabled
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/* 0x04E */ u8 setupFadeTimer;
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/* 0x050 */ ActiveSequenceChannelData channelData[16];
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/* 0x250 */ u16 freqScaleChannelFlags;
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/* 0x252 */ u16 volChannelFlags;
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/* 0x254 */ u16 seqId; // active seqId currently playing. Resets when sequence stops
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/* 0x256 */ u16 prevSeqId; // last seqId played on a player. Does not reset when sequence stops
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/* 0x258 */ u16 channelPortMask;
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/* 0x25C */ u32 startSeqCmd; // This name comes from MM
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/* 0x260 */ u8 isWaitingForFonts; // This name comes from MM
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} ActiveSequence; // size = 0x264
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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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} NatureChannelIndex; // seqPlayerIndex = 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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