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* [Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays * Fix whitespace in aseq.h * Fix sequence 0 sfx id generator * Suggested changes, adjust some MML syntax and add more instruction descriptions * Correct some formatting in aseq.h * Add the dir of the input .seq file to the list of includes to sequence assembling so that assembler-level includes like .include or .incbin work intuitively * aseq.h tweaks * MM review suggestions, aseq.h adjustments
239 lines
11 KiB
C
239 lines
11 KiB
C
#ifndef SEQUENCE_H
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#define SEQUENCE_H
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#include "ultra64.h"
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#define DEFINE_SEQUENCE(_0, seqId, _2, _3, _4) seqId,
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#define DEFINE_SEQUENCE_PTR(_0, seqId, _2, _3, _4) seqId,
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typedef enum {
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#include "tables/sequence_table.h"
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NA_BGM_MAX,
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NA_BGM_NO_MUSIC = 0x7F,
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NA_BGM_NATURE_SFX_RAIN = 0x80,
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NA_BGM_DISABLED = 0xFFFF
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} NA_BGM;
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#undef DEFINE_SEQUENCE
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#undef DEFINE_SEQUENCE_PTR
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typedef enum SequencePlayerId {
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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 SequenceMode {
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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 SequenceCutsceneEffects {
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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 ChannelIOPort {
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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 VolumeScaleIndex {
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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 ActiveSequenceChannelData {
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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 ActiveSequence {
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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 NatureChannelIndex {
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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 NatureAmbienceId {
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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 NatureStreamId {
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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 NatureAmimalId {
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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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// functions in sequence.c
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void Audio_StartSequence(u8 seqPlayerIndex, u8 seqId, u8 seqArgs, u16 fadeInDuration);
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void Audio_StopSequence(u8 seqPlayerIndex, u16 fadeOutDuration);
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void Audio_QueueSeqCmd(u32 cmd);
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void Audio_ProcessSeqCmds(void);
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u16 Audio_GetActiveSeqId(u8 seqPlayerIndex);
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s32 Audio_IsSeqCmdNotQueued(u32 cmdVal, u32 cmdMask);
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void Audio_SetVolumeScale(u8 seqPlayerIndex, u8 scaleIndex, u8 targetVol, u8 volFadeTimer);
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void Audio_UpdateActiveSequences(void);
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u8 func_800FAD34(void);
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void Audio_ResetActiveSequences(void);
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void Audio_ResetActiveSequencesAndVolume(void);
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#endif
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