#include #include "sm64.h" #include "heap.h" #include "load.h" #include "data.h" #include "seqplayer.h" #include "external.h" #include "playback.h" #include "synthesis.h" #include "game/mario.h" #include "game/level_update.h" #include "game/area.h" #include "game/object_list_processor.h" #include "game/camera.h" #include "seq_ids.h" #include "dialog_ids.h" #include "level_table.h" #ifdef VERSION_EU #define EU_FLOAT(x) x ## f #else #define EU_FLOAT(x) x #endif #ifdef VERSION_EU u8 audioString1[] = "pitch %x: delaybytes %d : olddelay %d\n"; u8 audioString2[] = "cont %x: delaybytes %d : olddelay %d\n"; u8 audioString3[] = "Warning:Kill Note %x \n"; u8 audioString4[] = "Kill Voice %d (ID %d) %d\n"; u8 audioString5[] = "Warning: Running Sequence's data disappear!\n"; u8 audioString6[] = "Heap OverFlow : Not Allocate %d!\n"; u8 audioString7[] = "DataHeap Not Allocate \n"; u8 audioString8[] = "StayHeap Not Allocate %d\n"; u8 audioString9[] = "AutoHeap Not Allocate %d\n"; u8 audioString10[] = "WARNING: NO FREE AUTOSEQ AREA.\n"; u8 audioString11[] = "WARNING: NO STOP AUTO AREA.\n"; u8 audioString12[] = " AND TRY FORCE TO STOP SIDE \n"; u8 audioString13[] = "TWO SIDES ARE LOADING... ALLOC CANCELED.\n"; u8 audioString14[] = "WARNING: Before Area Overlaid After."; u8 audioString15[] = "WARNING: After Area Overlaid Before."; u8 audioString16[] = "MEMORY:SzHeapAlloc ERROR: sza->side %d\n"; u8 audioString17[] = "MEMORY:StayHeap OVERFLOW."; u8 audioString18[] = "MEMORY:StayHeap OVERFLOW (REQ:%d)"; u8 audioString19[] = "Auto Heap Unhit for ID %d\n"; u8 audioString20[] = "Cache hit %d at stay %d\n"; u8 audioString20_[] = "%d "; u8 audioString20__[] = "\n"; u8 audioString20___[] = "%d "; u8 audioString20____[] = "\n"; u8 audioString21[] = "Heap Reconstruct Start %x\n"; u8 audioString22[] = "SFrame Sample %d %d %d\n"; u8 audioString23[] = "AHPBASE %x\n"; u8 audioString24[] = "AHPCUR %x\n"; u8 audioString25[] = "HeapTop %x\n"; u8 audioString26[] = "SynoutRate %d / %d \n"; u8 audioString27[] = "FXSIZE %d\n"; u8 audioString28[] = "FXCOMP %d\n"; u8 audioString29[] = "FXDOWN %d\n"; u8 audioString30[] = "WaveCacheLen: %d\n"; u8 audioString31[] = "SpecChange Finished\n"; u8 audioString31_[] = ""; u8 audioString32[] = "Romcopy %x -> %x ,size %x\n"; u8 audioString33[] = "Romcopyend\n"; u8 audioString34[] = "CAUTION:WAVE CACHE FULL %d"; u8 audioString35[] = "BASE %x %x\n"; u8 audioString36[] = "LOAD %x %x %x\n"; u8 audioString37[] = "INSTTOP %x\n"; u8 audioString38[] = "INSTMAP[0] %x\n"; u8 audioString39[] = "already flags %d\n"; u8 audioString40[] = "already flags %d\n"; u8 audioString41[] = "ERR:SLOW BANK DMA BUSY\n"; u8 audioString42[] = "ERR:SLOW DMA BUSY\n"; u8 audioString43[] = "Check %d bank %d\n"; u8 audioString44[] = "Cache Check\n"; u8 audioString45[] = "NO BANK ERROR\n"; u8 audioString46[] = "BANK %d LOADING START\n"; u8 audioString47[] = "BANK %d LOAD MISS (NO MEMORY)!\n"; u8 audioString48[] = "BANK %d ALREADY CACHED\n"; u8 audioString49[] = "BANK LOAD MISS! FOR %d\n"; u8 audioString50[] = "Seq %d Loading Start\n"; u8 audioString51[] = "Heap Overflow Error\n"; u8 audioString52[] = "SEQ %d ALREADY CACHED\n"; u8 audioString53[] = "Ok,one bank slow load Start \n"; u8 audioString54[] = "Sorry,too many %d bank is none.fast load Start \n"; u8 audioString55[] = "Seq %d:Default Load Id is %d\n"; u8 audioString56[] = "Seq Loading Start\n"; u8 audioString57[] = "Error:Before Sequence-SlowDma remain.\n"; u8 audioString58[] = " Cancel Seq Start.\n"; u8 audioString59[] = "SEQ %d ALREADY CACHED\n"; u8 audioString60[] = "Clear Workarea %x -%x size %x \n"; u8 audioString61[] = "AudioHeap is %x\n"; u8 audioString62[] = "Heap reset.Synth Change %x \n"; u8 audioString63[] = "Heap %x %x %x\n"; u8 audioString64[] = "Main Heap Initialize.\n"; u8 audioString65[] = "---------- Init Completed. ------------\n"; u8 audioString66[] = " Syndrv :[%6d]\n"; u8 audioString67[] = " Seqdrv :[%6d]\n"; u8 audioString68[] = " audiodata :[%6d]\n"; u8 audioString69[] = "---------------------------------------\n"; u8 audioString69_[] = ""; u8 audioString70[] = "Audio: setvol: volume minus %f\n"; u8 audioString71[] = "Audio: setvol: volume overflow %f\n"; u8 audioString72[] = "Audio: setpitch: pitch minus %f\n"; u8 audioString73[] = "Audio: voiceman: No bank error %d\n"; u8 audioString74[] = "Audio: voiceman: progNo. overflow %d,%d\n"; u8 audioString75[] = "Audio: voiceman: progNo. undefined %d,%d\n"; u8 audioString76[] = "Audio: voiceman: BAD Voicepointer %x,%d,%d\n"; u8 audioString77[] = "Audio: voiceman: Percussion Overflow %d,%d\n"; u8 audioString78[] = "Percussion Pointer Error\n"; u8 audioString79[] = "Audio: voiceman: Percpointer NULL %d,%d\n"; u8 audioString80[] = "CAUTION:SUB IS SEPARATED FROM GROUP"; u8 audioString81[] = "Error:Wait Track disappear\n"; u8 audioString82[] = "Slow Release Batting\n"; u8 audioString83[] = "Audio:Wavemem: Bad voiceno (%d)\n"; u8 audioString84[] = "Audio: C-Alloc : Dealloc voice is NULL\n"; u8 audioString85[] = "Alloc Error:Dim voice-Alloc %d"; u8 audioString86[] = "Error:Same List Add\n"; u8 audioString87[] = "Already Cut\n"; u8 audioString88[] = "Audio: C-Alloc : lowerPrio is NULL\n"; u8 audioString89[] = "Sub Limited Warning: Drop Voice"; u8 audioString90[] = "Warning: Drop Voice"; u8 audioString91[] = "Warning: Drop Voice"; u8 audioString92[] = "Warning: Drop Voice"; u8 audioString93[] = "Audio:Envp: overflow %f\n"; u8 audioString93_[] = ""; u8 audioString94[] = "Audio:Track:Warning: No Free Notetrack\n"; u8 audioString95[] = "SUBTRACK DIM\n"; u8 audioString96[] = "Audio:Track: Warning SUBTRACK PARENT CHANGED\n"; u8 audioString97[] = "GROUP 0:"; u8 audioString98[] = "GROUP 1:"; u8 audioString99[] = "SEQID %d,BANKID %d\n"; u8 audioString100[] = "ERR:SUBTRACK %d NOT ALLOCATED\n"; u8 audioString101[] = "Error:Same List Add\n"; u8 audioString102[] = "Macro Level Over Error!\n"; u8 audioString103[] = "Macro Level Over Error!\n"; u8 audioString104[] = "WARNING: NPRG: cannot change %d\n"; u8 audioString105[] = "Audio:Track:NOTE:UNDEFINED NOTE COM. %x\n"; u8 audioString106[] = "Audio: Note:Velocity Error %d\n"; u8 audioString107[] = "Error: Your assignchannel is stolen.\n"; u8 audioString108[] = "Audio:Track :Call Macro Level Over Error!\n"; u8 audioString109[] = "Audio:Track :Loops Macro Level Over Error!\n"; u8 audioString110[] = "SUB:ERR:BANK %d NOT CACHED.\n"; u8 audioString111[] = "SUB:ERR:BANK %d NOT CACHED.\n"; u8 audioString112[] = "Audio:Track: CTBLCALL Macro Level Over Error!\n"; u8 audioString113[] = "Err :Sub %x ,address %x:Undefined SubTrack Function %x"; u8 audioString114[] = "Disappear Sequence or Bank %d\n"; u8 audioString115[] = "Macro Level Over Error!\n"; u8 audioString116[] = "Macro Level Over Error!\n"; u8 audioString117[] = "Group:Undefine upper C0h command (%x)\n"; u8 audioString118[] = "Group:Undefined Command\n"; u8 audioString118_[] = ""; u8 audioString118__[] = ""; #endif // N.B. sound banks are different from the audio banks referred to in other // files. We should really fix our naming to be less ambiguous... #define MAX_BG_MUSIC_QUEUE_SIZE 6 #define SOUND_BANK_COUNT 10 #define MAX_CHANNELS_PER_SOUND 1 #define SEQUENCE_NONE 0xFF #define SAMPLES_TO_OVERPRODUCE 0x10 #define EXTRA_BUFFERED_AI_SAMPLES_TARGET 0x40 // No-op printf macro which leaves string literals in rodata in IDO. (IDO // doesn't support variadic macros, so instead they let the parameter list // expand to a no-op comma expression.) See also goddard/gd_main.h. #ifdef __sgi #define stubbed_printf #else #define stubbed_printf(...) #endif struct Sound { s32 soundBits; f32 *position; }; // size = 0x8 struct ChannelVolumeScaleFade { f32 velocity; u8 target; f32 current; u16 remDuration; }; // size = 0x10 struct SoundCharacteristics { f32 *x; f32 *y; f32 *z; f32 distance; u32 priority; u32 soundBits; // packed bits, same as first arg to play_sound u8 soundStatus; u8 unk19; // ttl? sometimes set to 10 u8 prev; u8 next; }; // size = 0x1C struct SequenceQueueItem { u8 seqId; u8 priority; }; // size = 0x2 // data #ifdef VERSION_EU // moved to bss in data.c s32 gAudioErrorFlags2 = 0; #else s32 gAudioErrorFlags = 0; #endif s32 sGameLoopTicked = 0; // Dialog sounds // The US difference is the sound for DIALOG_037 ("I win! You lose! Ha ha ha ha! // You're no slouch, but I'm a better sledder! Better luck next time!"), spoken // by Koopa instead of the penguin in JP. #define UKIKI 0 #define TUXIE 1 #define BOWS1 2 // Bowser Intro / Doors Laugh #define KOOPA 3 #define KBOMB 4 #define BOO 5 #define BOMB 6 #define BOWS2 7 // Bowser Battle Laugh #define GRUNT 8 #define WIGLR 9 #define YOSHI 10 #define _ 0xFF #ifdef VERSION_JP #define DIFF KOOPA #else #define DIFF TUXIE #endif u8 sDialogSpeaker[] = { // 0 1 2 3 4 5 6 7 8 9 /* 0*/ _, BOMB, BOMB, BOMB, BOMB, KOOPA, KOOPA, KOOPA, _, KOOPA, /* 1*/ _, _, _, _, _, _, _, KBOMB, _, _, /* 2*/ _, BOWS1, BOWS1, BOWS1, BOWS1, BOWS1, BOWS1, BOWS1, BOWS1, BOWS1, /* 3*/ _, _, _, _, _, _, _, DIFF, _, _, /* 4*/ _, KOOPA, _, _, _, _, _, BOMB, _, _, /* 5*/ _, _, _, _, _, TUXIE, TUXIE, TUXIE, TUXIE, TUXIE, /* 6*/ _, _, _, _, _, _, _, BOWS2, _, _, /* 7*/ _, _, _, _, _, _, _, _, _, UKIKI, /* 8*/ UKIKI, _, _, _, _, BOO, _, _, _, _, /* 9*/ BOWS2, _, BOWS2, BOWS2, _, _, _, _, BOO, BOO, /*10*/ UKIKI, UKIKI, _, _, _, BOMB, BOMB, BOO, BOO, _, /*11*/ _, _, _, _, GRUNT, GRUNT, KBOMB, GRUNT, GRUNT, _, /*12*/ _, _, _, _, _, _, _, _, KBOMB, _, /*13*/ _, _, TUXIE, _, _, _, _, _, _, _, /*14*/ _, _, _, _, _, _, _, _, _, _, /*15*/ WIGLR, WIGLR, WIGLR, _, _, _, _, _, _, _, /*16*/ _, YOSHI, _, _, _, _, _, _, WIGLR, _ }; #undef _ STATIC_ASSERT(ARRAY_COUNT(sDialogSpeaker) == DIALOG_COUNT, "change this array if you are adding dialogs"); s32 sDialogSpeakerVoice[] = { SOUND_OBJ_UKIKI_CHATTER_LONG, SOUND_OBJ_BIG_PENGUIN_YELL, SOUND_OBJ_BOWSER_INTRO_LAUGH, SOUND_OBJ_KOOPA_TALK, SOUND_OBJ_KING_BOBOMB_TALK, SOUND_OBJ_BOO_LAUGH_LONG, SOUND_OBJ_BOBOMB_BUDDY_TALK, SOUND_OBJ_BOWSER_LAUGH, SOUND_OBJ2_BOSS_DIALOG_GRUNT, SOUND_OBJ_WIGGLER_TALK, SOUND_GENERAL_YOSHI_TALK, #ifndef VERSION_EU NO_SOUND, NO_SOUND, NO_SOUND, NO_SOUND, #endif }; u8 sNumProcessedSoundRequests = 0; u8 sSoundRequestCount = 0; // Music dynamic tables. A dynamic describes which volumes to apply to which // channels of a sequence (I think?), and different parts of a level can have // different dynamics. Each table below specifies first the sequence to apply // the dynamics to, then a bunch of conditions for when each dynamic applies // (e.g. "only if Mario's X position is between 100 and 300"), and finally a // fallback dynamic. Due to the encoding of the tables, the conditions must // come in the same order as the macros. // TODO: dynamic isn't a great term for this, it means other things in music... #define MARIO_X_GE 0 #define MARIO_Y_GE 1 #define MARIO_Z_GE 2 #define MARIO_X_LT 3 #define MARIO_Y_LT 4 #define MARIO_Z_LT 5 #define MARIO_IS_IN_AREA 6 #define MARIO_IS_IN_ROOM 7 #define DYN1(cond1, val1, res) (s16)(1 << (15 - cond1) | res), val1 #define DYN2(cond1, val1, cond2, val2, res) \ (s16)(1 << (15 - cond1) | 1 << (15 - cond2) | res), val1, val2 #define DYN3(cond1, val1, cond2, val2, cond3, val3, res) \ (s16)(1 << (15 - cond1) | 1 << (15 - cond2) | 1 << (15 - cond3) | res), val1, val2, val3 s16 sDynBbh[] = { SEQ_LEVEL_SPOOKY, DYN1(MARIO_IS_IN_ROOM, BBH_OUTSIDE_ROOM, 6), DYN1(MARIO_IS_IN_ROOM, BBH_NEAR_MERRY_GO_ROUND_ROOM, 6), 5, }; s16 sDynDdd[] = { SEQ_LEVEL_WATER, DYN2(MARIO_X_LT, -800, MARIO_IS_IN_AREA, AREA_DDD_WHIRLPOOL & 0xf, 0), DYN3(MARIO_Y_GE, -2000, MARIO_X_LT, 470, MARIO_IS_IN_AREA, AREA_DDD_WHIRLPOOL & 0xf, 0), DYN2(MARIO_Y_GE, 100, MARIO_IS_IN_AREA, AREA_DDD_SUB & 0xf, 2), 1, }; s16 sDynJrb[] = { SEQ_LEVEL_WATER, DYN2(MARIO_Y_GE, 945, MARIO_X_LT, -5260, 0), DYN1(MARIO_IS_IN_AREA, AREA_JRB_SHIP & 0xf, 0), DYN1(MARIO_Y_GE, 1000, 0), DYN2(MARIO_Y_GE, -3100, MARIO_Z_LT, -900, 2), 1, 5, // bogus entry, ignored (was JRB originally intended to have spooky music?) }; s16 sDynWdw[] = { SEQ_LEVEL_UNDERGROUND, DYN2(MARIO_Y_LT, -670, MARIO_IS_IN_AREA, AREA_WDW_MAIN & 0xf, 4), DYN1(MARIO_IS_IN_AREA, AREA_WDW_TOWN & 0xf, 4), 3, }; s16 sDynHmc[] = { SEQ_LEVEL_UNDERGROUND, DYN2(MARIO_X_GE, 0, MARIO_Y_LT, -203, 4), DYN2(MARIO_X_LT, 0, MARIO_Y_LT, -2400, 4), 3, }; s16 sDynUnk38[] = { SEQ_LEVEL_UNDERGROUND, DYN1(MARIO_IS_IN_AREA, 1, 3), DYN1(MARIO_IS_IN_AREA, 2, 4), DYN1(MARIO_IS_IN_AREA, 3, 7), 0, }; s16 sDynNone[] = { SEQ_SOUND_PLAYER, 0 }; u8 sCurrentMusicDynamic = 0xff; u8 sBackgroundMusicForDynamics = SEQUENCE_NONE; #define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, leveldyn, _8) leveldyn, #define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, leveldyn, _10) leveldyn, #define _ sDynNone s16 *sLevelDynamics[LEVEL_COUNT] = { _, // LEVEL_NONE #include "levels/level_defines.h" }; #undef _ #undef STUB_LEVEL #undef DEFINE_LEVEL struct MusicDynamic { /*0x0*/ s16 bits1; /*0x2*/ u16 volScale1; /*0x4*/ s16 dur1; /*0x6*/ s16 bits2; /*0x8*/ u16 volScale2; /*0xA*/ s16 dur2; }; // size = 0xC struct MusicDynamic sMusicDynamics[8] = { { 0x0000, 127, 100, 0x0e43, 0, 100 }, // SEQ_LEVEL_WATER { 0x0003, 127, 100, 0x0e40, 0, 100 }, // SEQ_LEVEL_WATER { 0x0e43, 127, 200, 0x0000, 0, 200 }, // SEQ_LEVEL_WATER { 0x02ff, 127, 100, 0x0100, 0, 100 }, // SEQ_LEVEL_UNDERGROUND { 0x03f7, 127, 100, 0x0008, 0, 100 }, // SEQ_LEVEL_UNDERGROUND { 0x0070, 127, 10, 0x0000, 0, 100 }, // SEQ_LEVEL_SPOOKY { 0x0000, 127, 100, 0x0070, 0, 10 }, // SEQ_LEVEL_SPOOKY { 0xffff, 127, 100, 0x0000, 0, 100 }, // any (unused) }; #define STUB_LEVEL(_0, _1, _2, _3, echo1, echo2, echo3, _7, _8) { echo1, echo2, echo3 }, #define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, echo1, echo2, echo3, _9, _10) { echo1, echo2, echo3 }, u8 gAreaEchoLevel[LEVEL_COUNT][3] = { { 0x00, 0x00, 0x00 }, // LEVEL_NONE #include "levels/level_defines.h" }; #undef STUB_LEVEL #undef DEFINE_LEVEL #define STUB_LEVEL(_0, _1, _2, volume, _4, _5, _6, _7, _8) volume, #define DEFINE_LEVEL(_0, _1, _2, _3, _4, volume, _6, _7, _8, _9, _10) volume, u16 D_80332028[LEVEL_COUNT] = { 20000, // LEVEL_NONE #include "levels/level_defines.h" }; #undef STUB_LEVEL #undef DEFINE_LEVEL #define AUDIO_MAX_DISTANCE US_FLOAT(22000.0) // Default volume for background music sequences (playing on player 0). u8 sBackgroundMusicDefaultVolume[] = { 127, // SEQ_SOUND_PLAYER 80, // SEQ_EVENT_CUTSCENE_COLLECT_STAR 80, // SEQ_MENU_TITLE_SCREEN 75, // SEQ_LEVEL_GRASS 70, // SEQ_LEVEL_INSIDE_CASTLE 75, // SEQ_LEVEL_WATER 75, // SEQ_LEVEL_HOT 75, // SEQ_LEVEL_BOSS_KOOPA 70, // SEQ_LEVEL_SNOW 65, // SEQ_LEVEL_SLIDE 80, // SEQ_LEVEL_SPOOKY 65, // SEQ_EVENT_PIRANHA_PLANT 85, // SEQ_LEVEL_UNDERGROUND 75, // SEQ_MENU_STAR_SELECT 65, // SEQ_EVENT_POWERUP 70, // SEQ_EVENT_METAL_CAP 65, // SEQ_EVENT_KOOPA_MESSAGE 70, // SEQ_LEVEL_KOOPA_ROAD 70, // SEQ_EVENT_HIGH_SCORE 65, // SEQ_EVENT_MERRY_GO_ROUND 80, // SEQ_EVENT_RACE 70, // SEQ_EVENT_CUTSCENE_STAR_SPAWN 85, // SEQ_EVENT_BOSS 75, // SEQ_EVENT_CUTSCENE_COLLECT_KEY 75, // SEQ_EVENT_ENDLESS_STAIRS 85, // SEQ_LEVEL_BOSS_KOOPA_FINAL 70, // SEQ_EVENT_CUTSCENE_CREDITS 80, // SEQ_EVENT_SOLVE_PUZZLE 80, // SEQ_EVENT_TOAD_MESSAGE 70, // SEQ_EVENT_PEACH_MESSAGE 75, // SEQ_EVENT_CUTSCENE_INTRO 80, // SEQ_EVENT_CUTSCENE_VICTORY 70, // SEQ_EVENT_CUTSCENE_ENDING 65, // SEQ_MENU_FILE_SELECT 0, // SEQ_EVENT_CUTSCENE_LAKITU (not in JP) }; STATIC_ASSERT(ARRAY_COUNT(sBackgroundMusicDefaultVolume) == SEQ_COUNT, "change this array if you are adding sequences"); u8 sPlayer0CurSeqId = SEQUENCE_NONE; u8 sMusicDynamicDelay = 0; u8 D_803320A4[SOUND_BANK_COUNT] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // pointers to head of list u8 D_803320B0[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // pointers to head of list u8 D_803320BC[SOUND_BANK_COUNT] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // only used for debugging u8 sMaxChannelsForSoundBank[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // Banks 2 and 7 both grew from 0x30 sounds to 0x40 in size in US. #ifdef VERSION_JP #define BANK27_SIZE 0x30 #else #define BANK27_SIZE 0x40 #endif u8 sNumSoundsPerBank[SOUND_BANK_COUNT] = { 0x70, 0x30, BANK27_SIZE, 0x80, 0x20, 0x80, 0x20, BANK27_SIZE, 0x80, 0x80, }; #undef BANK27_SIZE f32 gDefaultSoundArgs[3] = { 0.0f, 0.0f, 0.0f }; f32 sUnusedSoundArgs[3] = { 1.0f, 1.0f, 1.0f }; u8 sSoundBankDisabled[16] = { 0 }; u8 D_80332108 = 0; u8 sHasStartedFadeOut = FALSE; u16 D_80332110 = 0; u8 sUnused80332114 = 0; // never read, set to 0 u16 sUnused80332118 = 0; // never read, set to 0 u8 D_8033211C = 0; u8 D_80332120 = 0; u8 D_80332124 = 0; #ifdef VERSION_EU u8 D_EU_80300558 = 0; #endif u8 sBackgroundMusicQueueSize = 0; #ifndef VERSION_JP u8 sUnused8033323C = 0; // never read, set to 0 #endif // bss #ifndef VERSION_EU u16 *gCurrAiBuffer; #endif struct Sound sSoundRequests[0x100]; // Curiously, this has size 3, despite SEQUENCE_PLAYERS == 4 on EU struct ChannelVolumeScaleFade D_80360928[3][CHANNELS_MAX]; u8 sUsedChannelsForSoundBank[SOUND_BANK_COUNT]; u8 sCurrentSound[SOUND_BANK_COUNT][MAX_CHANNELS_PER_SOUND]; // index into gSoundBanks // list item memory for D_803320A4 and D_803320B0 struct SoundCharacteristics gSoundBanks[SOUND_BANK_COUNT][40]; u8 D_80363808[SOUND_BANK_COUNT]; u8 D_80363812; static u8 sCapVolumeTo40; struct SequenceQueueItem sBackgroundMusicQueue[MAX_BG_MUSIC_QUEUE_SIZE]; #ifdef VERSION_EU s32 unk; OSMesgQueue OSMesgQueue0; OSMesgQueue OSMesgQueue1; OSMesgQueue OSMesgQueue2; OSMesgQueue OSMesgQueue3; extern OSMesgQueue *OSMesgQueues[]; struct EuAudioCmd sAudioCmd[0x100]; OSMesg OSMesg0; s32 pad1; // why is there 1 s32 here OSMesg OSMesg1; s32 pad2[2]; // it's not just that the struct is bigger than we think, because there are 2 here OSMesg OSMesg2; // and none here. wth nintendo OSMesg OSMesg3; #endif #ifdef VERSION_JP typedef u16 FadeT; #else typedef s32 FadeT; #endif // some sort of main thread -> sound thread dispatchers extern void func_802ad728(u32 bits, f32 arg); extern void func_802ad74c(u32 bits, u32 arg); extern void func_802ad770(u32 bits, s8 arg); void func_8031E0E4(u8 bankIndex, u8 item); // Local functions that could be static but are defined in/called from GLOBAL_ASM blocks, // or not part of the large block of static functions. void update_game_sound(void); void play_sequence(u8 player, u8 seqId, u16 fadeTimer); void fade_channel_volume_scale(u8 player, u8 channelId, u8 targetScale, u16 fadeTimer); void func_8031F96C(u8 player); void process_level_music_dynamics(void); u8 func_803200E4(u16 fadeTimer); void func_80320ED8(void); #ifndef VERSION_JP void unused_8031E4F0(void) { // This is a debug function which is almost entirely optimized away, // except for loops, string literals, and a read of a volatile variable. // The string literals have allowed it to be partially reconstructed. s32 i; stubbed_printf("AUTOSEQ "); stubbed_printf("%2x %2x <%5x : %5x / %5x>\n", gSeqLoadedPool.temporary.entries[0].id, gSeqLoadedPool.temporary.entries[1].id, gSeqLoadedPool.temporary.entries[0].size, gSeqLoadedPool.temporary.entries[1].size, gSeqLoadedPool.temporary.pool.size); stubbed_printf("AUTOBNK "); stubbed_printf("%2x %3x <%5x : %5x / %5x>\n", gBankLoadedPool.temporary.entries[0].id, gBankLoadedPool.temporary.entries[1].id, gBankLoadedPool.temporary.entries[0].size, gBankLoadedPool.temporary.entries[1].size, gBankLoadedPool.temporary.pool.size); stubbed_printf("STAYSEQ "); stubbed_printf("[%2x] <%5x / %5x>\n", gSeqLoadedPool.persistent.numEntries, gSeqLoadedPool.persistent.pool.cur - gSeqLoadedPool.persistent.pool.start, gSeqLoadedPool.persistent.pool.size); for (i = 0; (u32) i < gSeqLoadedPool.persistent.numEntries; i++) { stubbed_printf("%2x ", gSeqLoadedPool.persistent.entries[i].id); } stubbed_printf("\n"); stubbed_printf("STAYBNK "); stubbed_printf("[%2x] <%5x / %5x>\n", gBankLoadedPool.persistent.numEntries, gBankLoadedPool.persistent.pool.cur - gBankLoadedPool.persistent.pool.start, gBankLoadedPool.persistent.pool.size); for (i = 0; (u32) i < gBankLoadedPool.persistent.numEntries; i++) { stubbed_printf("%2x ", gBankLoadedPool.persistent.entries[i].id); } stubbed_printf("\n\n"); stubbed_printf(" 0123456789ABCDEF0123456789ABCDEF01234567\n"); stubbed_printf("--------------------------------------------\n"); // gSeqLoadStatus/gBankLoadStatus, 4 entries at a time? stubbed_printf("SEQ "); for (i = 0; i < 40; i++) { stubbed_printf("%1x", 0); } stubbed_printf("\n"); stubbed_printf("BNK "); for (i = 0; i < 40; i += 4) { stubbed_printf("%1x", 0); } stubbed_printf("\n"); stubbed_printf("FIXHEAP "); stubbed_printf("%4x / %4x\n", 0, 0); stubbed_printf("DRVHEAP "); stubbed_printf("%5x / %5x\n", 0, 0); stubbed_printf("DMACACHE %4d Blocks\n", 0); stubbed_printf("CHANNELS %2d / MAX %3d \n", 0, 0); stubbed_printf("TEMPOMAX %d\n", gTempoInternalToExternal / TEMPO_SCALE); stubbed_printf("TEMPO G0 %d\n", gSequencePlayers[SEQ_PLAYER_LEVEL].tempo / TEMPO_SCALE); stubbed_printf("TEMPO G1 %d\n", gSequencePlayers[SEQ_PLAYER_ENV].tempo / TEMPO_SCALE); stubbed_printf("TEMPO G2 %d\n", gSequencePlayers[SEQ_PLAYER_SFX].tempo / TEMPO_SCALE); stubbed_printf("DEBUGFLAG %8x\n", gAudioErrorFlags); } void unused_8031E568(void) { stubbed_printf("COUNT %8d\n", gAudioFrameCount); } #endif #ifdef VERSION_EU const char unusedErrorStr1[] = "Error : Queue is not empty ( %x ) \n"; const char unusedErrorStr2[] = "specchg error\n"; #endif /** * Fade out a sequence player */ #if defined(VERSION_EU) void audio_reset_session_eu(s32 presetId) { OSMesg mesg; osRecvMesg(OSMesgQueues[3], &mesg, OS_MESG_NOBLOCK); osSendMesg(OSMesgQueues[2], (OSMesg) presetId, OS_MESG_NOBLOCK); osRecvMesg(OSMesgQueues[3], &mesg, OS_MESG_BLOCK); if ((s32) mesg != presetId) { osRecvMesg(OSMesgQueues[3], &mesg, OS_MESG_BLOCK); } } #else void sequence_player_fade_out_internal(s32 player, FadeT fadeOutTime) { struct SequencePlayer *seqPlayer = &gSequencePlayers[player]; #ifndef VERSION_JP if (fadeOutTime == 0) { fadeOutTime++; } #endif seqPlayer->fadeVelocity = -(seqPlayer->fadeVolume / fadeOutTime); seqPlayer->state = SEQUENCE_PLAYER_STATE_FADE_OUT; seqPlayer->fadeTimer = fadeOutTime; } void func_8031D690(s32 player, FadeT fadeInTime) { struct SequencePlayer *seqPlayer = &gSequencePlayers[player]; if (fadeInTime == 0 || seqPlayer->state == SEQUENCE_PLAYER_STATE_FADE_OUT) { return; } seqPlayer->state = SEQUENCE_PLAYER_STATE_2; seqPlayer->fadeTimer = fadeInTime; seqPlayer->fadeVolume = 0.0f; seqPlayer->fadeVelocity = 0.0f; } #endif void func_8031D6E4(s32 player, FadeT fadeTimer, u8 fadePercentage) { struct SequencePlayer *seqPlayer = &gSequencePlayers[player]; f32 fadeVolume; #ifdef VERSION_EU if (seqPlayer->state == 2) { return; } #else if (seqPlayer->state == SEQUENCE_PLAYER_STATE_FADE_OUT) { return; } #endif fadeVolume = (FLOAT_CAST(fadePercentage) / EU_FLOAT(100.0) * seqPlayer->fadeVolume); seqPlayer->volume = seqPlayer->fadeVolume; seqPlayer->fadeTimer = 0; if (fadeTimer == 0) { seqPlayer->fadeVolume = fadeVolume; return; } seqPlayer->fadeVelocity = (fadeVolume - seqPlayer->fadeVolume) / fadeTimer; #ifdef VERSION_EU seqPlayer->state = 0; #else seqPlayer->state = SEQUENCE_PLAYER_STATE_4; #endif seqPlayer->fadeTimer = fadeTimer; } void func_8031D7B0(s32 player, FadeT fadeTimer) { struct SequencePlayer *seqPlayer = &gSequencePlayers[player]; #ifdef VERSION_EU if (seqPlayer->state == 2) { return; } #else if (seqPlayer->state == SEQUENCE_PLAYER_STATE_FADE_OUT) { return; } #endif seqPlayer->fadeTimer = 0; if (fadeTimer == 0) { seqPlayer->fadeVolume = seqPlayer->volume; return; } seqPlayer->fadeVelocity = (seqPlayer->volume - seqPlayer->fadeVolume) / fadeTimer; #ifdef VERSION_EU seqPlayer->state = 0; #else seqPlayer->state = SEQUENCE_PLAYER_STATE_2; #endif seqPlayer->fadeTimer = fadeTimer; } void func_8031D838(s32 player, FadeT fadeInTime, u8 targetVolume) { struct SequencePlayer *seqPlayer = &gSequencePlayers[player]; #ifndef VERSION_EU if (seqPlayer->state == SEQUENCE_PLAYER_STATE_FADE_OUT) { return; } #endif seqPlayer->fadeTimer = 0; if (fadeInTime == 0) { seqPlayer->fadeVolume = (FLOAT_CAST(targetVolume) / EU_FLOAT(127.0)); return; } seqPlayer->fadeVelocity = (((f32)(FLOAT_CAST(targetVolume) / EU_FLOAT(127.0)) - seqPlayer->fadeVolume) / (f32) fadeInTime); #ifdef VERSION_EU seqPlayer->state = 0; #else seqPlayer->state = SEQUENCE_PLAYER_STATE_4; #endif seqPlayer->fadeTimer = fadeInTime; } #ifdef VERSION_EU extern void func_802ad7a0(void); void maybe_tick_game_sound(void) { if (sGameLoopTicked != 0) { update_game_sound(); sGameLoopTicked = 0; } func_802ad7a0(); } void func_eu_802e9bec(s32 player, s32 channel, s32 arg2) { // EU verson of unused_803209D8 // chan->stopSomething2 = arg2? func_802ad770(0x08000000 | (player & 0xff) << 16 | (channel & 0xff) << 8, (s8) arg2); } #else #ifdef TARGET_N64 struct SPTask *create_next_audio_frame_task(void) { u32 samplesRemainingInAI; s32 writtenCmds; s32 index; OSTask_t *task; s32 oldDmaCount; s32 flags; gAudioFrameCount++; if (gAudioLoadLock != AUDIO_LOCK_NOT_LOADING) { stubbed_printf("DAC:Lost 1 Frame.\n"); return NULL; } gAudioTaskIndex ^= 1; gCurrAiBufferIndex++; gCurrAiBufferIndex %= NUMAIBUFFERS; index = (gCurrAiBufferIndex - 2 + NUMAIBUFFERS) % NUMAIBUFFERS; samplesRemainingInAI = osAiGetLength() / 4; // Audio is triple buffered; the audio interface reads from two buffers // while the third is being written by the RSP. More precisely, the // lifecycle is: // - this function computes an audio command list // - wait for vblank // - the command list is sent to the RSP (we could have sent it to the // RSP before the vblank, but that gives the RSP less time to finish) // - wait for vblank // - the RSP is now expected to be finished, and we can send its output // on to the AI // Here we thus send to the AI the sound that was generated two frames ago. if (gAiBufferLengths[index] != 0) { osAiSetNextBuffer(gAiBuffers[index], gAiBufferLengths[index] * 4); } oldDmaCount = gCurrAudioFrameDmaCount; // There has to be some sort of no-op if here, but it's not exactly clear // how it should look... It's also very unclear why gCurrAudioFrameDmaQueue // isn't read from here, despite gCurrAudioFrameDmaCount being reset. if (oldDmaCount > AUDIO_FRAME_DMA_QUEUE_SIZE) { stubbed_printf("DMA: Request queue over.( %d )\n", oldDmaCount); } gCurrAudioFrameDmaCount = 0; gAudioTask = &gAudioTasks[gAudioTaskIndex]; gAudioCmd = gAudioCmdBuffers[gAudioTaskIndex]; index = gCurrAiBufferIndex; gCurrAiBuffer = gAiBuffers[index]; gAiBufferLengths[index] = ((gSamplesPerFrameTarget - samplesRemainingInAI + EXTRA_BUFFERED_AI_SAMPLES_TARGET) & ~0xf) + SAMPLES_TO_OVERPRODUCE; if (gAiBufferLengths[index] < gMinAiBufferLength) { gAiBufferLengths[index] = gMinAiBufferLength; } if (gAiBufferLengths[index] > gSamplesPerFrameTarget + SAMPLES_TO_OVERPRODUCE) { gAiBufferLengths[index] = gSamplesPerFrameTarget + SAMPLES_TO_OVERPRODUCE; } if (sGameLoopTicked != 0) { update_game_sound(); sGameLoopTicked = 0; } // For the function to match we have to preserve some arbitrary variable // across this function call. flags = 0; gAudioCmd = synthesis_execute(gAudioCmd, &writtenCmds, gCurrAiBuffer, gAiBufferLengths[index]); gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount); index = gAudioTaskIndex; gAudioTask->msgqueue = NULL; gAudioTask->msg = NULL; task = &gAudioTask->task.t; task->type = M_AUDTASK; task->flags = flags; task->ucode_boot = rspF3DBootStart; task->ucode_boot_size = (u8 *) rspF3DBootEnd - (u8 *) rspF3DBootStart; task->ucode = rspAspMainStart; task->ucode_size = 0x800; // (this size is ignored) task->ucode_data = rspAspMainDataStart; task->ucode_data_size = (rspAspMainDataEnd - rspAspMainDataStart) * sizeof(u64); task->dram_stack = NULL; task->dram_stack_size = 0; task->output_buff = NULL; task->output_buff_size = NULL; task->data_ptr = gAudioCmdBuffers[index]; task->data_size = writtenCmds * sizeof(u64); // The audio task never yields, so having a yield buffer is pointless. // This wastefulness was fixed in US. #ifdef VERSION_JP task->yield_data_ptr = (u64 *) gAudioSPTaskYieldBuffer; task->yield_data_size = OS_YIELD_AUDIO_SIZE; #else task->yield_data_ptr = NULL; task->yield_data_size = 0; #endif decrease_sample_dma_ttls(); return gAudioTask; } #endif #endif #ifndef TARGET_N64 struct SPTask *create_next_audio_frame_task(void) { return NULL; } void create_next_audio_buffer(s16 *samples, u32 num_samples) { gAudioFrameCount++; if (sGameLoopTicked != 0) { update_game_sound(); sGameLoopTicked = 0; } s32 writtenCmds; synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples); gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount); decrease_sample_dma_ttls(); } #endif void play_sound(s32 soundBits, f32 *pos) { sSoundRequests[sSoundRequestCount].soundBits = soundBits; sSoundRequests[sSoundRequestCount].position = pos; sSoundRequestCount++; } void process_sound_request(u32 bits, f32 *pos) { u8 bankIndex; u8 index; u8 counter = 0; u8 soundId; f32 dist; const f32 one = 1.0f; bankIndex = (bits & SOUNDARGS_MASK_BANK) >> SOUNDARGS_SHIFT_BANK; soundId = (bits & SOUNDARGS_MASK_SOUNDID) >> SOUNDARGS_SHIFT_SOUNDID; if (soundId >= sNumSoundsPerBank[bankIndex] || sSoundBankDisabled[bankIndex]) { return; } index = gSoundBanks[bankIndex][0].next; while (index != 0xff && index != 0) { if (gSoundBanks[bankIndex][index].x == pos) { if ((gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_PRIORITY) <= (bits & SOUNDARGS_MASK_PRIORITY)) { if ((gSoundBanks[bankIndex][index].soundBits & SOUND_LO_BITFLAG_UNK8) != 0 || (bits & SOUNDARGS_MASK_SOUNDID) != (gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_SOUNDID)) { func_8031E0E4(bankIndex, index); gSoundBanks[bankIndex][index].soundBits = bits; gSoundBanks[bankIndex][index].soundStatus = bits & SOUNDARGS_MASK_STATUS; } gSoundBanks[bankIndex][index].unk19 = 10; } index = 0; } else { index = gSoundBanks[bankIndex][index].next; } counter++; } if (counter == 0) { D_80363808[bankIndex] = 32; } if (gSoundBanks[bankIndex][D_803320B0[bankIndex]].next != 0xff && index != 0) { index = D_803320B0[bankIndex]; dist = sqrtf(pos[0] * pos[0] + pos[1] * pos[1] + pos[2] * pos[2]) * one; gSoundBanks[bankIndex][index].x = &pos[0]; gSoundBanks[bankIndex][index].y = &pos[1]; gSoundBanks[bankIndex][index].z = &pos[2]; gSoundBanks[bankIndex][index].distance = dist; gSoundBanks[bankIndex][index].soundBits = bits; gSoundBanks[bankIndex][index].soundStatus = bits & SOUNDARGS_MASK_STATUS; gSoundBanks[bankIndex][index].unk19 = 10; gSoundBanks[bankIndex][index].prev = D_803320A4[bankIndex]; gSoundBanks[bankIndex][D_803320A4[bankIndex]].next = D_803320B0[bankIndex]; D_803320A4[bankIndex] = D_803320B0[bankIndex]; D_803320B0[bankIndex] = gSoundBanks[bankIndex][D_803320B0[bankIndex]].next; gSoundBanks[bankIndex][D_803320B0[bankIndex]].prev = 0xff; gSoundBanks[bankIndex][index].next = 0xff; } } /** * Processes all sound requests */ void process_all_sound_requests(void) { struct Sound *sound; while (sSoundRequestCount != sNumProcessedSoundRequests) { sound = &sSoundRequests[sNumProcessedSoundRequests]; process_sound_request(sound->soundBits, sound->position); sNumProcessedSoundRequests++; } } void func_8031DFE8(u8 bankIndex, u8 item) { // move item from list D_803320A4 to list D_803320B0 if (D_803320A4[bankIndex] == item) { D_803320A4[bankIndex] = gSoundBanks[bankIndex][item].prev; } else { gSoundBanks[bankIndex][gSoundBanks[bankIndex][item].next].prev = gSoundBanks[bankIndex][item].prev; } gSoundBanks[bankIndex][gSoundBanks[bankIndex][item].prev].next = gSoundBanks[bankIndex][item].next; gSoundBanks[bankIndex][item].next = D_803320B0[bankIndex]; gSoundBanks[bankIndex][item].prev = -1; gSoundBanks[bankIndex][D_803320B0[bankIndex]].prev = item; D_803320B0[bankIndex] = item; } void func_8031E0E4(u8 bankIndex, u8 item) { if (gSoundBanks[bankIndex][item].soundBits & SOUND_LO_BITFLAG_UNK1) { D_80332110 &= (1 << bankIndex) ^ 0xffff; func_803200E4(50); } } void func_8031E16C(u8 bankIndex) { u32 val2; u8 spDB; u8 i; u8 j; u8 soundIndex; u32 sp98[16] = { 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000, 0x10000000 }; u8 sp88[16] = { 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff }; u8 sp78[16] = { 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff }; u8 sp77 = 0; u8 val; soundIndex = gSoundBanks[bankIndex][0].next; while (soundIndex != 0xff) { spDB = soundIndex; if ((gSoundBanks[bankIndex][soundIndex].soundBits & (SOUND_LO_BITFLAG_UNK8 | SOUNDARGS_MASK_STATUS)) == (SOUND_LO_BITFLAG_UNK8 | SOUND_STATUS_STARTING)) { if (gSoundBanks[bankIndex][soundIndex].unk19-- == 0) { gSoundBanks[bankIndex][soundIndex].soundBits = NO_SOUND; } } else if ((gSoundBanks[bankIndex][soundIndex].soundBits & SOUND_LO_BITFLAG_UNK8) == 0) { if (gSoundBanks[bankIndex][soundIndex].unk19-- == 8) { func_8031E0E4(bankIndex, soundIndex); gSoundBanks[bankIndex][soundIndex].soundBits = NO_SOUND; } } if (gSoundBanks[bankIndex][soundIndex].soundBits == NO_SOUND && gSoundBanks[bankIndex][soundIndex].soundStatus == SOUND_STATUS_STARTING) { spDB = gSoundBanks[bankIndex][soundIndex].prev; gSoundBanks[bankIndex][soundIndex].soundStatus = SOUND_STATUS_STOPPED; func_8031DFE8(bankIndex, soundIndex); } if (gSoundBanks[bankIndex][soundIndex].soundStatus != SOUND_STATUS_STOPPED && soundIndex == spDB) { gSoundBanks[bankIndex][soundIndex].distance = sqrtf((*gSoundBanks[bankIndex][soundIndex].x * *gSoundBanks[bankIndex][soundIndex].x) + (*gSoundBanks[bankIndex][soundIndex].y * *gSoundBanks[bankIndex][soundIndex].y) + (*gSoundBanks[bankIndex][soundIndex].z * *gSoundBanks[bankIndex][soundIndex].z)) * 1; val = (gSoundBanks[bankIndex][soundIndex].soundBits & SOUNDARGS_MASK_PRIORITY) >> SOUNDARGS_SHIFT_PRIORITY; if (gSoundBanks[bankIndex][soundIndex].soundBits & SOUND_PL_BITFLAG_UNK4) { gSoundBanks[bankIndex][soundIndex].priority = 0x4c * (0xff - val); } else if (*gSoundBanks[bankIndex][soundIndex].z > 0.0f) { gSoundBanks[bankIndex][soundIndex].priority = (u32) gSoundBanks[bankIndex][soundIndex].distance + (u32)(*gSoundBanks[bankIndex][soundIndex].z / US_FLOAT(6.0)) + 0x4c * (0xff - val); } else { gSoundBanks[bankIndex][soundIndex].priority = (u32) gSoundBanks[bankIndex][soundIndex].distance + 0x4c * (0xff - val); } for (i = 0; i < sMaxChannelsForSoundBank[bankIndex]; i++) { if (sp98[i] >= gSoundBanks[bankIndex][soundIndex].priority) { for (j = sMaxChannelsForSoundBank[bankIndex] - 1; j > i; j--) { sp98[j] = sp98[j - 1]; sp88[j] = sp88[j - 1]; sp78[j] = sp78[j - 1]; } sp98[i] = gSoundBanks[bankIndex][soundIndex].priority; sp88[i] = soundIndex; sp78[i] = gSoundBanks[bankIndex][soundIndex].soundStatus; i = sMaxChannelsForSoundBank[bankIndex]; } } sp77++; } soundIndex = gSoundBanks[bankIndex][spDB].next; } D_803320BC[bankIndex] = sp77; sUsedChannelsForSoundBank[bankIndex] = sMaxChannelsForSoundBank[bankIndex]; for (i = 0; i < sUsedChannelsForSoundBank[bankIndex]; i++) { for (soundIndex = 0; soundIndex < sUsedChannelsForSoundBank[bankIndex]; soundIndex++) { if (sp88[soundIndex] != 0xff && sCurrentSound[bankIndex][i] == sp88[soundIndex]) { sp88[soundIndex] = 0xff; soundIndex = 0xfe; } } if (soundIndex != 0xff) { if (sCurrentSound[bankIndex][i] != 0xff) { if (gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundBits == NO_SOUND) { if (gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundStatus == SOUND_STATUS_PLAYING) { gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundStatus = SOUND_STATUS_STOPPED; func_8031DFE8(bankIndex, sCurrentSound[bankIndex][i]); } } val2 = gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundBits & (SOUND_LO_BITFLAG_UNK8 | SOUNDARGS_MASK_STATUS); if (val2 >= (SOUND_LO_BITFLAG_UNK8 | SOUND_STATUS_PLAYING) && gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundStatus != SOUND_STATUS_STOPPED) { #ifndef VERSION_JP func_8031E0E4(bankIndex, sCurrentSound[bankIndex][i]); #endif gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundBits = NO_SOUND; gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundStatus = SOUND_STATUS_STOPPED; func_8031DFE8(bankIndex, sCurrentSound[bankIndex][i]); } else { if (val2 == SOUND_STATUS_PLAYING && gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundStatus != SOUND_STATUS_STOPPED) { gSoundBanks[bankIndex][sCurrentSound[bankIndex][i]].soundStatus = SOUND_STATUS_STARTING; } } } sCurrentSound[bankIndex][i] = 0xff; } } for (soundIndex = 0; soundIndex < sUsedChannelsForSoundBank[bankIndex]; soundIndex++) { if (sp88[soundIndex] != 0xff) { for (i = 0; i < sUsedChannelsForSoundBank[bankIndex]; i++) { if (sCurrentSound[bankIndex][i] == 0xff) { sCurrentSound[bankIndex][i] = sp88[soundIndex]; gSoundBanks[bankIndex][sp88[soundIndex]].soundBits = (gSoundBanks[bankIndex][sp88[soundIndex]].soundBits & ~SOUNDARGS_MASK_STATUS) + 1; sp88[i] = 0xff; i = 0xfe; // "break;" } } } } } /** * Given an x and z coordinates, return the pan. This is a value between 0 and * 1 that represents the audio direction. * * Pan: * 0.0 - fully left * 0.5 - center pan * 1.0 - fully right */ f32 get_sound_pan(f32 x, f32 z) { f32 absX; f32 absZ; f32 pan; absX = (x < 0 ? -x : x); if (absX > AUDIO_MAX_DISTANCE) { absX = AUDIO_MAX_DISTANCE; } absZ = (z < 0 ? -z : z); if (absZ > AUDIO_MAX_DISTANCE) { absZ = AUDIO_MAX_DISTANCE; } // There are 4 panning equations (12-hr clock used for angles) // 1. (0,0) fully-centered pan // 2. far right pan: between 1:30 and 4:30 // 3. far left pan: between 7:30 and 10:30 // 4. center pan: between 4:30 and 7:30 or between 10:30 and 1:30 if (x == US_FLOAT(0.0) && z == US_FLOAT(0.0)) { // x and y being 0 results in a center pan pan = US_FLOAT(0.5); } else if (x >= US_FLOAT(0.0) && absX >= absZ) { // far right pan pan = US_FLOAT(1.0) - (US_FLOAT(44000.0) - absX) / (US_FLOAT(3.0) * (US_FLOAT(44000.0) - absZ)); } else if (x < 0 && absX > absZ) { // far left pan pan = (US_FLOAT(44000.0) - absX) / (US_FLOAT(3.0) * (US_FLOAT(44000.0) - absZ)); } else { // center pan pan = 0.5 + x / (US_FLOAT(6.0) * absZ); } return pan; } f32 get_sound_dynamics(u8 bankIndex, u8 item, f32 arg2) { f32 f0; f32 intensity; #ifndef VERSION_JP s32 div = bankIndex < 3 ? 2 : 3; #endif if (!(gSoundBanks[bankIndex][item].soundBits & SOUND_PL_BITFLAG_UNK1)) { #ifdef VERSION_JP f0 = D_80332028[gCurrLevelNum]; if (f0 < gSoundBanks[bankIndex][item].distance) { intensity = 0.0f; } else { intensity = 1.0 - gSoundBanks[bankIndex][item].distance / f0; } #else if (gSoundBanks[bankIndex][item].distance > AUDIO_MAX_DISTANCE) { intensity = 0.0f; } else { f0 = D_80332028[gCurrLevelNum] / div; if (f0 < gSoundBanks[bankIndex][item].distance) { intensity = ((AUDIO_MAX_DISTANCE - gSoundBanks[bankIndex][item].distance) / (AUDIO_MAX_DISTANCE - f0)) * (1.0f - arg2); } else { intensity = 1.0f - gSoundBanks[bankIndex][item].distance / f0 * arg2; } } #endif if (gSoundBanks[bankIndex][item].soundBits & SOUND_PL_BITFLAG_UNK2) { #ifdef VERSION_JP if (intensity != 0.0) #else if (intensity >= 0.08f) #endif { intensity -= (f32)(gAudioRandom & 0xf) / US_FLOAT(192.0); } } } else { intensity = 1.0f; } return arg2 * intensity * intensity + 1.0f - arg2; } f32 get_sound_freq_scale(u8 bankIndex, u8 item) { f32 f2; if (!(gSoundBanks[bankIndex][item].soundBits & SOUND_PL_BITFLAG_UNK8)) { f2 = gSoundBanks[bankIndex][item].distance / AUDIO_MAX_DISTANCE; if (gSoundBanks[bankIndex][item].soundBits & SOUND_PL_BITFLAG_UNK2) { f2 += (f32)(gAudioRandom & 0xff) / US_FLOAT(64.0); } } else { f2 = 0.0f; } return f2 / US_FLOAT(15.0) + US_FLOAT(1.0); } #ifdef VERSION_JP #define VAL 48.0 #else #define VAL 40.0f #endif u8 get_sound_reverb(UNUSED u8 bankIndex, UNUSED u8 item, u8 channelIndex) { u8 area; u8 level; u8 reverb; #ifndef VERSION_JP if (gSoundBanks[bankIndex][item].soundBits & SOUND_NO_ECHO) { level = 0; area = 0; } else { #endif level = (gCurrLevelNum > LEVEL_MAX ? LEVEL_MAX : gCurrLevelNum); area = gCurrAreaIndex - 1; if (area > 2) { area = 2; } #ifndef VERSION_JP } #endif reverb = (u8)((u8) gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->soundScriptIO[5] + gAreaEchoLevel[level][area] + (US_FLOAT(1.0) - gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume) * VAL); if (reverb > 0x7f) { reverb = 0x7f; } return reverb; } #undef VAL static void noop_8031EEC8(void) { } void audio_signal_game_loop_tick(void) { sGameLoopTicked = 1; #ifdef VERSION_EU maybe_tick_game_sound(); #endif noop_8031EEC8(); } #ifdef VERSION_JP #define ARG2_VAL1 0.8f #define ARG2_VAL2 1.0f #else #define ARG2_VAL1 0.9f #define ARG2_VAL2 0.8f #endif void update_game_sound(void) { u8 soundStatus; u8 j; u8 soundId; u8 bankIndex; u8 channelIndex = 0; u8 index; #ifndef VERSION_EU f32 ret; #endif process_all_sound_requests(); process_level_music_dynamics(); if (gSequencePlayers[SEQ_PLAYER_SFX].channels[0] == &gSequenceChannelNone) { return; } for (bankIndex = 0; bankIndex < SOUND_BANK_COUNT; bankIndex++) { func_8031E16C(bankIndex); for (j = 0; j < MAX_CHANNELS_PER_SOUND; j++) { index = sCurrentSound[bankIndex][j]; if (index < 0xff && gSoundBanks[bankIndex][index].soundStatus != SOUND_STATUS_STOPPED) { soundStatus = gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_STATUS; soundId = (gSoundBanks[bankIndex][index].soundBits >> SOUNDARGS_SHIFT_SOUNDID); gSoundBanks[bankIndex][index].soundStatus = soundStatus; if (soundStatus == SOUND_STATUS_STARTING) { if (gSoundBanks[bankIndex][index].soundBits & SOUND_LO_BITFLAG_UNK1) { D_80332110 |= 1 << bankIndex; func_803200E4(50); } gSoundBanks[bankIndex][index].soundBits++; gSoundBanks[bankIndex][index].soundStatus = SOUND_STATUS_PLAYING; gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->soundScriptIO[4] = soundId; gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->soundScriptIO[0] = 1; switch (bankIndex) { case 1: if (!(gSoundBanks[bankIndex][index].soundBits & SOUND_PL_BITFLAG_UNK8)) { if (D_80363808[bankIndex] > 8) { #ifdef VERSION_EU func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL1)); #else ret = get_sound_dynamics(bankIndex, index, ARG2_VAL1); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = ret; #endif } else { #ifdef VERSION_EU func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL1) * ((D_80363808[bankIndex] + 8.0f) / 16)); #else ret = get_sound_dynamics(bankIndex, index, ARG2_VAL1); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = (D_80363808[bankIndex] + 8.0f) / 16 * ret; #endif } #ifdef VERSION_EU func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), get_sound_pan(*gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = get_sound_pan( *gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z); #endif if ((gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_SOUNDID) == (SOUND_MOVING_FLYING & SOUNDARGS_MASK_SOUNDID)) { #ifdef VERSION_EU func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index) + ((f32) D_80363808[bankIndex] / US_FLOAT(80.0))); #else ret = get_sound_freq_scale(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = ((f32) D_80363808[bankIndex] / US_FLOAT(80.0)) + ret; #endif } else { #ifdef VERSION_EU func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index) + ((f32) D_80363808[bankIndex] / US_FLOAT(400.0))); #else ret = get_sound_freq_scale(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = ((f32) D_80363808[bankIndex] / US_FLOAT(400.0)) + ret; #endif } #ifdef VERSION_EU func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8), get_sound_reverb(bankIndex, index, channelIndex)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->reverb = get_sound_reverb(bankIndex, index, channelIndex); #endif break; } // fallthrough case 7: #ifdef VERSION_EU func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), 1); func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), 64); func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = 1.0f; gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = 0.5f; gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = 1.0f; #endif break; case 0: case 2: #ifdef VERSION_EU func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8), get_sound_reverb(bankIndex, index, channelIndex)); func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL1)); func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), get_sound_pan(*gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z) * 127.0f + 0.5f); func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = get_sound_dynamics(bankIndex, index, ARG2_VAL1); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = get_sound_pan( *gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = get_sound_freq_scale(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->reverb = get_sound_reverb(bankIndex, index, channelIndex); #endif break; case 3: case 4: case 5: case 6: case 8: case 9: #ifdef VERSION_EU func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8), get_sound_reverb(bankIndex, index, channelIndex)); func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL2)); func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), get_sound_pan(*gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z) * 127.0f + 0.5f); func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->reverb = get_sound_reverb(bankIndex, index, channelIndex); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = get_sound_dynamics(bankIndex, index, ARG2_VAL2); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = get_sound_pan( *gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = get_sound_freq_scale(bankIndex, index); #endif break; } } #ifdef VERSION_JP else if (soundStatus == SOUND_STATUS_STOPPED) { func_8031E0E4(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->soundScriptIO[0] = 0; func_8031DFE8(bankIndex, index); } #else else if (gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->layers[0] == NULL) { func_8031E0E4(bankIndex, index); gSoundBanks[bankIndex][index].soundStatus = SOUND_STATUS_STOPPED; func_8031DFE8(bankIndex, index); } else if (soundStatus == SOUND_STATUS_STOPPED && gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->layers[0]->finished == FALSE) { func_8031E0E4(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->soundScriptIO[0] = 0; func_8031DFE8(bankIndex, index); } #endif else if (gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->layers[0]->enabled == FALSE) { func_8031E0E4(bankIndex, index); gSoundBanks[bankIndex][index].soundStatus = SOUND_STATUS_STOPPED; func_8031DFE8(bankIndex, index); } else { // Exactly the same code as before. Unfortunately we can't // make a macro out of this, because then everything ends up // on the same line after preprocessing, and the compiler, // somehow caring about line numbers, makes it not match (it // computes function arguments in the wrong order). switch (bankIndex) { case 1: if (!(gSoundBanks[bankIndex][index].soundBits & SOUND_PL_BITFLAG_UNK8)) { if (D_80363808[bankIndex] > 8) { #ifdef VERSION_EU func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL1)); #else ret = get_sound_dynamics(bankIndex, index, ARG2_VAL1); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = ret; #endif } else { #ifdef VERSION_EU func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL1) * ((D_80363808[bankIndex] + 8.0f) / 16)); #else ret = get_sound_dynamics(bankIndex, index, ARG2_VAL1); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = (D_80363808[bankIndex] + 8.0f) / 16 * ret; #endif } #ifdef VERSION_EU func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), get_sound_pan(*gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = get_sound_pan( *gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z); #endif if ((gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_SOUNDID) == (SOUND_MOVING_FLYING & SOUNDARGS_MASK_SOUNDID)) { #ifdef VERSION_EU func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index) + ((f32) D_80363808[bankIndex] / US_FLOAT(80.0))); #else ret = get_sound_freq_scale(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = ((f32) D_80363808[bankIndex] / US_FLOAT(80.0)) + ret; #endif } else { #ifdef VERSION_EU func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index) + ((f32) D_80363808[bankIndex] / US_FLOAT(400.0))); #else ret = get_sound_freq_scale(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = ((f32) D_80363808[bankIndex] / US_FLOAT(400.0)) + ret; #endif } #ifdef VERSION_EU func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8), get_sound_reverb(bankIndex, index, channelIndex)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->reverb = get_sound_reverb(bankIndex, index, channelIndex); #endif break; } // fallthrough case 7: #ifdef VERSION_EU func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), 1); func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), 64); func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = 1.0f; gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = 0.5f; gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = 1.0f; #endif break; case 0: case 2: #ifdef VERSION_EU func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8), get_sound_reverb(bankIndex, index, channelIndex)); func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL1)); func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), get_sound_pan(*gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z) * 127.0f + 0.5f); func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = get_sound_dynamics(bankIndex, index, ARG2_VAL1); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = get_sound_pan( *gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = get_sound_freq_scale(bankIndex, index); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->reverb = get_sound_reverb(bankIndex, index, channelIndex); #endif break; case 3: case 4: case 5: case 6: case 8: case 9: #ifdef VERSION_EU func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8), get_sound_reverb(bankIndex, index, channelIndex)); func_802ad728(0x02020000 | ((channelIndex & 0xff) << 8), get_sound_dynamics(bankIndex, index, ARG2_VAL2)); func_802ad770(0x03020000 | ((channelIndex & 0xff) << 8), get_sound_pan(*gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z) * 127.0f + 0.5f); func_802ad728(0x04020000 | ((channelIndex & 0xff) << 8), get_sound_freq_scale(bankIndex, index)); #else gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->reverb = get_sound_reverb(bankIndex, index, channelIndex); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->volume = get_sound_dynamics(bankIndex, index, ARG2_VAL2); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->pan = get_sound_pan( *gSoundBanks[bankIndex][index].x, *gSoundBanks[bankIndex][index].z); gSequencePlayers[SEQ_PLAYER_SFX].channels[channelIndex]->freqScale = get_sound_freq_scale(bankIndex, index); #endif break; } } } channelIndex++; } // sUsedChannelsForSoundBank[i] = sMaxChannelsForSoundBank[i] = 1, so this doesn't do anything channelIndex += sMaxChannelsForSoundBank[bankIndex] - sUsedChannelsForSoundBank[bankIndex]; } } #undef ARG2_VAL1 #undef ARG2_VAL2 void play_sequence(u8 player, u8 seqId, u16 fadeTimer) { u8 temp_ret; u8 i; if (player == 0) { sPlayer0CurSeqId = seqId & 0x7f; sBackgroundMusicForDynamics = SEQUENCE_NONE; sCurrentMusicDynamic = 0xff; sMusicDynamicDelay = 2; } for (i = 0; i < 0x10; i++) { D_80360928[player][i].remDuration = 0; } #ifdef VERSION_EU func_802ad770(0x46000000 | ((u8)(u32)player) << 16, seqId & 0x80); func_802ad74c(0x82000000 | ((u8)(u32)player) << 16 | ((u8)(seqId & 0x7f)) << 8, fadeTimer); if (player == 0) { temp_ret = func_803200E4(0); if (temp_ret != 0xff) { gSequencePlayers[SEQ_PLAYER_LEVEL].fadeVolumeScale = (f32) temp_ret / US_FLOAT(127.0); } } #else gSequencePlayers[player].seqVariation = seqId & 0x80; load_sequence(player, seqId & 0x7f, 0); if (player == 0) { temp_ret = func_803200E4(0); if (temp_ret != 0xff) { gSequencePlayers[SEQ_PLAYER_LEVEL].state = SEQUENCE_PLAYER_STATE_4; gSequencePlayers[SEQ_PLAYER_LEVEL].fadeVolume = (f32) temp_ret / US_FLOAT(127.0); } } else { func_8031D690(player, fadeTimer); } #endif } void sequence_player_fade_out(u8 player, u16 fadeTimer) { #ifdef VERSION_EU if (!player) { sPlayer0CurSeqId = SEQUENCE_NONE; } func_802ad74c(0x83000000 | (player & 0xff) << 16, fadeTimer); #else if (player == 0) { sPlayer0CurSeqId = SEQUENCE_NONE; } sequence_player_fade_out_internal(player, fadeTimer); #endif } void fade_volume_scale(u8 player, u8 targetScale, u16 fadeTimer) { u8 i; for (i = 0; i < CHANNELS_MAX; i++) { fade_channel_volume_scale(player, i, targetScale, fadeTimer); } } void fade_channel_volume_scale(u8 player, u8 channelId, u8 targetScale, u16 fadeTimer) { struct ChannelVolumeScaleFade *temp; if (gSequencePlayers[player].channels[channelId] != &gSequenceChannelNone) { temp = &D_80360928[player][channelId]; temp->remDuration = fadeTimer; temp->velocity = ((f32)(targetScale / US_FLOAT(127.0)) - gSequencePlayers[player].channels[channelId]->volumeScale) / fadeTimer; temp->target = targetScale; temp->current = gSequencePlayers[player].channels[channelId]->volumeScale; } } void func_8031F96C(u8 player) { u8 i; // Loop over channels for (i = 0; i < CHANNELS_MAX; i++) { if (gSequencePlayers[player].channels[i] != &gSequenceChannelNone && D_80360928[player][i].remDuration != 0) { D_80360928[player][i].current += D_80360928[player][i].velocity; #ifdef VERSION_EU func_802ad728(0x01000000 | (player & 0xff) << 16 | (i & 0xff) << 8, D_80360928[player][i].current); #else gSequencePlayers[player].channels[i]->volumeScale = D_80360928[player][i].current; #endif D_80360928[player][i].remDuration--; if (D_80360928[player][i].remDuration == 0) { #ifdef VERSION_EU func_802ad728(0x01000000 | (player & 0xff) << 16 | (i & 0xff) << 8, FLOAT_CAST(D_80360928[player][i].target) / 127.0); #else gSequencePlayers[player].channels[i]->volumeScale = D_80360928[player][i].target / 127.0f; #endif } } } } #ifdef NON_MATCHING void process_level_music_dynamics(void) { s32 conditionBits; // s0 u32 tempBits; // v1 u8 musicDynIndex; // sp57 87 u8 condIndex; // a0, v1 u8 i; // s1 u8 j; // v0 s16 conditionValues[8]; // sp44 68 u8 conditionTypes[8]; // sp3C 60 s16 dur1; // sp3A 58 s16 dur2; // sp38 56 u16 bit; // a1 (in first loop), s0, v1 // room for 16 bits without affecting stack func_8031F96C(0); func_8031F96C(2); func_80320ED8(); if (sMusicDynamicDelay != 0) { sMusicDynamicDelay--; } else { sBackgroundMusicForDynamics = sPlayer0CurSeqId; } if (sBackgroundMusicForDynamics != sLevelDynamics[gCurrLevelNum][0]) { return; } // conditionBits uses a3 instead of s0 // s16 cast is unnecessary, u16 cast fixes regalloc in the switch conditionBits = ((s16) sLevelDynamics[gCurrLevelNum][1]) & 0xff00; musicDynIndex = ((u16) sLevelDynamics[gCurrLevelNum][1]) & 0xff; i = 2; while (conditionBits & 0xff00) { j = 0; condIndex = 0; bit = 0x8000; while (j < 8) { if (conditionBits & bit) { conditionValues[condIndex] = sLevelDynamics[gCurrLevelNum][i++]; conditionTypes[condIndex] = j; condIndex++; } j++; bit = bit >> 1; } // condIndex uses a0 (the same register as 'bit') instead of v1 for (j = 0; j < condIndex; j++) { switch (conditionTypes[j]) { case MARIO_X_GE: { if (((s16) gMarioStates[0].pos[0]) < conditionValues[j]) j = condIndex + 1; break; } case MARIO_Y_GE: { if (((s16) gMarioStates[0].pos[1]) < conditionValues[j]) j = condIndex + 1; break; } case MARIO_Z_GE: { if (((s16) gMarioStates[0].pos[2]) < conditionValues[j]) j = condIndex + 1; break; } case MARIO_X_LT: { if (((s16) gMarioStates[0].pos[0]) >= conditionValues[j]) j = condIndex + 1; break; } case MARIO_Y_LT: { if (((s16) gMarioStates[0].pos[1]) >= conditionValues[j]) j = condIndex + 1; break; } case MARIO_Z_LT: { if (((s16) gMarioStates[0].pos[2]) >= conditionValues[j]) j = condIndex + 1; break; } case MARIO_IS_IN_AREA: { if (gCurrAreaIndex != conditionValues[j]) j = condIndex + 1; break; } case MARIO_IS_IN_ROOM: { if (gMarioCurrentRoom != conditionValues[j]) j = condIndex + 1; break; } } } if (j == condIndex) { // The area matches. Break out of the loop. tempBits = 0; } else { // s16 cast is unnecessary, u16 cast fixes regalloc // While conditionBits didn't need a cast above, the opposite is the case here tempBits = ((u16) sLevelDynamics[gCurrLevelNum][i]) & 0xff00; musicDynIndex = ((s16) sLevelDynamics[gCurrLevelNum][i]) & 0xff; i++; } conditionBits = tempBits; } if (sCurrentMusicDynamic != musicDynIndex) { // bit keeps using a0, should use v1 bit = 1; if (sCurrentMusicDynamic == 0xff) { dur1 = 1; dur2 = 1; } else { dur1 = sMusicDynamics[musicDynIndex].dur1; dur2 = sMusicDynamics[musicDynIndex].dur2; } for (i = 0; i < CHANNELS_MAX; i++) { if (sMusicDynamics[musicDynIndex].bits1 & bit) { // The instructions setting a0 and a1 are swapped, but get fixed pretty easily by a // branch or anything that changes regalloc fade_channel_volume_scale(SEQ_PLAYER_LEVEL, i, sMusicDynamics[musicDynIndex].volScale1, dur1); } if (sMusicDynamics[musicDynIndex].bits2 & bit) { fade_channel_volume_scale(SEQ_PLAYER_LEVEL, i, sMusicDynamics[musicDynIndex].volScale2, dur2); } bit <<= 1; } sCurrentMusicDynamic = musicDynIndex; } } #else GLOBAL_ASM("asm/non_matchings/process_level_music_dynamics.s") #endif void unused_8031FED0(u8 player, u32 bits, s8 arg2) { u8 i; if (arg2 < 0) { arg2 = -arg2; } for (i = 0; i < CHANNELS_MAX; i++) { if (gSequencePlayers[player].channels[i] != &gSequenceChannelNone) { if ((bits & 3) == 0) { gSequencePlayers[player].channels[i]->volumeScale = 1.0f; } else if ((bits & 1) != 0) { gSequencePlayers[player].channels[i]->volumeScale = (f32) arg2 / US_FLOAT(127.0); } else { gSequencePlayers[player].channels[i]->volumeScale = US_FLOAT(1.0) - (f32) arg2 / US_FLOAT(127.0); } } bits >>= 2; } } void func_8031FFB4(u8 player, u16 fadeTimer, u8 arg2) { if (player == 0) { sCapVolumeTo40 = TRUE; func_803200E4(fadeTimer); } else if (gSequencePlayers[player].enabled == TRUE) { func_8031D6E4(player, fadeTimer, arg2); } } void sequence_player_unlower(u8 player, u16 fadeTimer) { sCapVolumeTo40 = FALSE; if (player == 0) { if (gSequencePlayers[player].state != SEQUENCE_PLAYER_STATE_FADE_OUT) { func_803200E4(fadeTimer); } } else { if (gSequencePlayers[player].enabled == TRUE) { func_8031D7B0(player, fadeTimer); } } } // returns fade volume or 0xff for background music u8 func_803200E4(u16 fadeTimer) { u8 vol = 0xff; u8 temp; if (sPlayer0CurSeqId == SEQUENCE_NONE || sPlayer0CurSeqId == SEQ_EVENT_CUTSCENE_CREDITS) { return 0xff; } if (gSequencePlayers[SEQ_PLAYER_LEVEL].volume == 0.0f && fadeTimer) { gSequencePlayers[SEQ_PLAYER_LEVEL].volume = gSequencePlayers[SEQ_PLAYER_LEVEL].fadeVolume; } if (D_80363812 != 0) { vol = (D_80363812 & 0x7f); } if (D_8033211C != 0) { temp = (D_8033211C & 0x7f); if (vol > temp) { vol = temp; } } if (sCapVolumeTo40 && vol > 40) { vol = 40; } if (D_80332110 != 0 && vol > 20) { vol = 20; } if (gSequencePlayers[SEQ_PLAYER_LEVEL].enabled == TRUE) { if (vol != 0xff) { func_8031D838(SEQ_PLAYER_LEVEL, fadeTimer, vol); } else { #if defined(VERSION_JP) || defined(VERSION_US) gSequencePlayers[SEQ_PLAYER_LEVEL].volume = sBackgroundMusicDefaultVolume[sPlayer0CurSeqId] / 127.0f; #endif func_8031D7B0(SEQ_PLAYER_LEVEL, fadeTimer); } } return vol; } void set_sound_disabled(u8 disabled) { u8 i; for (i = 0; i < SEQUENCE_PLAYERS; i++) { #ifdef VERSION_EU if (disabled) func_802ad74c(0xf1000000, 0); else func_802ad74c(0xf2000000, 0); #else gSequencePlayers[i].muted = disabled; #endif } } void sound_init(void) { u8 i; u8 j; for (i = 0; i < SOUND_BANK_COUNT; i++) { for (j = 0; j < 40; j++) { gSoundBanks[i][j].soundStatus = SOUND_STATUS_STOPPED; } for (j = 0; j < MAX_CHANNELS_PER_SOUND; j++) { sCurrentSound[i][j] = 0xff; } D_803320A4[i] = 0; D_803320B0[i] = 1; D_803320BC[i] = 0; } for (i = 0; i < SOUND_BANK_COUNT; i++) { gSoundBanks[i][0].prev = 0xff; gSoundBanks[i][0].next = 0xff; for (j = 1; j < 40 - 1; j++) { gSoundBanks[i][j].prev = j - 1; gSoundBanks[i][j].next = j + 1; } gSoundBanks[i][j].prev = j - 1; gSoundBanks[i][j].next = 0xff; } for (j = 0; j < 3; j++) { for (i = 0; i < CHANNELS_MAX; i++) { D_80360928[j][i].remDuration = 0; } } for (i = 0; i < MAX_BG_MUSIC_QUEUE_SIZE; i++) { sBackgroundMusicQueue[i].priority = 0; } sound_banks_enable(2, 0xffff); sUnused80332118 = 0; D_80363812 = 0; sCapVolumeTo40 = FALSE; D_80332110 = 0; sUnused80332114 = 0; sPlayer0CurSeqId = 0xff; gSoundMode = SOUND_MODE_STEREO; sBackgroundMusicQueueSize = 0; D_8033211C = 0; D_80332120 = 0; D_80332124 = 0; sNumProcessedSoundRequests = 0; sSoundRequestCount = 0; } // (unused) void get_currently_playing_sound(u8 bankIndex, u8 *numPlayingSounds, u8 *arg2, u8 *soundId) { u8 i; u8 count = 0; for (i = 0; i < sMaxChannelsForSoundBank[bankIndex]; i++) { if (sCurrentSound[bankIndex][i] != 0xff) { count++; } } *numPlayingSounds = count; *arg2 = D_803320BC[bankIndex]; if (sCurrentSound[bankIndex][0] != 0xff) { *soundId = (u8)(gSoundBanks[bankIndex][sCurrentSound[bankIndex][0]].soundBits >> SOUNDARGS_SHIFT_SOUNDID); } else { *soundId = 0xff; } } void func_803205E8(u32 soundBits, f32 *vec) { u8 bankIndex; u8 item; bankIndex = (soundBits & SOUNDARGS_MASK_BANK) >> SOUNDARGS_SHIFT_BANK; item = gSoundBanks[bankIndex][0].next; while (item != 0xff) { if ((u16)(soundBits >> SOUNDARGS_SHIFT_SOUNDID) == (u16)(gSoundBanks[bankIndex][item].soundBits >> SOUNDARGS_SHIFT_SOUNDID) && gSoundBanks[bankIndex][item].x == vec) { func_8031E0E4(bankIndex, item); gSoundBanks[bankIndex][item].soundBits = NO_SOUND; item = 0xff; } else { item = gSoundBanks[bankIndex][item].next; } } } void func_803206F8(f32 *arg0) { u8 bankIndex; u8 item; for (bankIndex = 0; bankIndex < SOUND_BANK_COUNT; bankIndex++) { item = gSoundBanks[bankIndex][0].next; while (item != 0xff) { if (gSoundBanks[bankIndex][item].x == arg0) { func_8031E0E4(bankIndex, item); gSoundBanks[bankIndex][item].soundBits = NO_SOUND; } item = gSoundBanks[bankIndex][item].next; } } } static void func_803207DC(u8 bankIndex) { u8 item = gSoundBanks[bankIndex][0].next; while (item != 0xff) { func_8031E0E4(bankIndex, item); gSoundBanks[bankIndex][item].soundBits = NO_SOUND; item = gSoundBanks[bankIndex][item].next; } } void func_80320890(void) { func_803207DC(1); func_803207DC(4); func_803207DC(6); } void sound_banks_disable(UNUSED u8 player, u16 bankMask) { u8 i; for (i = 0; i < SOUND_BANK_COUNT; i++) { if (bankMask & 1) { sSoundBankDisabled[i] = TRUE; } bankMask = bankMask >> 1; } } void disable_all_sequence_players(void) { u8 i; for (i = 0; i < SEQUENCE_PLAYERS; i++) { sequence_player_disable(&gSequencePlayers[i]); } } void sound_banks_enable(UNUSED u8 player, u16 bankMask) { u8 i; for (i = 0; i < SOUND_BANK_COUNT; i++) { if (bankMask & 1) { sSoundBankDisabled[i] = FALSE; } bankMask = bankMask >> 1; } } u8 unused_803209D8(u8 player, u8 channelIndex, u8 arg2) { u8 ret = 0; if (gSequencePlayers[player].channels[channelIndex] != &gSequenceChannelNone) { gSequencePlayers[player].channels[channelIndex]->stopSomething2 = arg2; ret = arg2; } return ret; } void func_80320A4C(u8 bankIndex, u8 arg1) { D_80363808[bankIndex] = arg1; } void play_dialog_sound(u8 dialogID) { u8 speaker; if (dialogID >= 170) { dialogID = 0; } speaker = sDialogSpeaker[dialogID]; if (speaker != 0xff) { play_sound(sDialogSpeakerVoice[speaker], gDefaultSoundArgs); if (speaker == 2) // SOUND_OBJ_BOWSER_INTRO_LAUGH { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_KOOPA_MESSAGE, 0); } } #ifndef VERSION_JP // "You've stepped on the (Wing|Metal|Vanish) Cap Switch" if (dialogID == DIALOG_010 || dialogID == DIALOG_011 || dialogID == DIALOG_012) { play_puzzle_jingle(); } #endif } void play_music(u8 player, u16 seqArgs, u16 fadeTimer) { u8 seqId = seqArgs & 0xff; u8 priority = seqArgs >> 8; u8 i; u8 foundIndex = 0; // Except for the background music player, we don't support queued // sequences. Just play them immediately, stopping any old sequence. if (player != 0) { play_sequence(player, seqId, fadeTimer); return; } // Abort if the queue is already full. if (sBackgroundMusicQueueSize == MAX_BG_MUSIC_QUEUE_SIZE) { return; } // If already in the queue, abort, after first restarting the sequence if // it is first, and handling disabled music somehow. // (That handling probably ought to occur even when the queue is full...) for (i = 0; i < sBackgroundMusicQueueSize; i++) { if (sBackgroundMusicQueue[i].seqId == seqId) { if (i == 0) { play_sequence(SEQ_PLAYER_LEVEL, seqId, fadeTimer); } else if (!gSequencePlayers[SEQ_PLAYER_LEVEL].enabled) { stop_background_music(sBackgroundMusicQueue[0].seqId); } return; } } // Find the next sequence slot by priority. for (i = 0; i < sBackgroundMusicQueueSize; i++) { if (sBackgroundMusicQueue[i].priority <= priority) { foundIndex = i; i = sBackgroundMusicQueueSize; } } // If the sequence ends up first in the queue, start it, and make space for // more entries in the queue. if (foundIndex == 0) { play_sequence(SEQ_PLAYER_LEVEL, seqId, fadeTimer); sBackgroundMusicQueueSize++; } // Move all items up in queue, throwing away the last one if we didn't put // the new sequence first. for (i = sBackgroundMusicQueueSize - 1; i > foundIndex; i--) { sBackgroundMusicQueue[i].priority = sBackgroundMusicQueue[i - 1].priority; sBackgroundMusicQueue[i].seqId = sBackgroundMusicQueue[i - 1].seqId; } // Insert item into queue. sBackgroundMusicQueue[foundIndex].priority = priority; sBackgroundMusicQueue[foundIndex].seqId = seqId; } void stop_background_music(u16 seqId) { u8 foundIndex; u8 i; if (sBackgroundMusicQueueSize == 0) { return; } // If sequence is not found, remove an empty queue item (the next empty // queue slot). foundIndex = sBackgroundMusicQueueSize; // Search for the sequence. for (i = 0; i < sBackgroundMusicQueueSize; i++) { if (sBackgroundMusicQueue[i].seqId == (u8)(seqId & 0xff)) { // Remove sequence from queue. If it was first, play the next one, // or fade out the music. sBackgroundMusicQueueSize--; if (i == 0) { if (sBackgroundMusicQueueSize != 0) { play_sequence(SEQ_PLAYER_LEVEL, sBackgroundMusicQueue[1].seqId, 0); } else { sequence_player_fade_out(SEQ_PLAYER_LEVEL, 20); } } foundIndex = i; i = sBackgroundMusicQueueSize; // "break;" } } // Move later slots down. for (i = foundIndex; i < sBackgroundMusicQueueSize; i++) { sBackgroundMusicQueue[i].priority = sBackgroundMusicQueue[i + 1].priority; sBackgroundMusicQueue[i].seqId = sBackgroundMusicQueue[i + 1].seqId; } // @bug? If the sequence queue is full and we attempt to stop a sequence // that isn't in the queue, this writes out of bounds. Can that happen? sBackgroundMusicQueue[i].priority = 0; } void fadeout_background_music(u16 seqId, u16 fadeOut) { if (sBackgroundMusicQueueSize != 0 && sBackgroundMusicQueue[0].seqId == (u8)(seqId & 0xff)) { sequence_player_fade_out(SEQ_PLAYER_LEVEL, fadeOut); } } void drop_queued_background_music(void) { if (sBackgroundMusicQueueSize != 0) { sBackgroundMusicQueueSize = 1; } } u16 get_current_background_music(void) { if (sBackgroundMusicQueueSize != 0) { return (sBackgroundMusicQueue[0].priority << 8) + sBackgroundMusicQueue[0].seqId; } return -1; } void func_80320ED8(void) { #ifdef VERSION_EU if (D_EU_80300558 != 0) { D_EU_80300558--; } if (gSequencePlayers[SEQ_PLAYER_ENV].enabled || D_8033211C == 0 || D_EU_80300558 != 0) { #else if (gSequencePlayers[SEQ_PLAYER_ENV].enabled || D_8033211C == 0) { #endif return; } D_8033211C = 0; func_803200E4(50); if (D_80363812 != 0 && (D_80332120 == SEQ_EVENT_MERRY_GO_ROUND || D_80332120 == SEQ_EVENT_PIRANHA_PLANT)) { play_sequence(SEQ_PLAYER_ENV, D_80332120, 1); if (D_80332124 != 0xff) { func_8031D838(SEQ_PLAYER_ENV, 1, D_80332124); } } } void play_secondary_music(u8 seqId, u8 bgMusicVolume, u8 volume, u16 fadeTimer) { UNUSED u32 dummy; sUnused80332118 = 0; if (sPlayer0CurSeqId == 0xff || sPlayer0CurSeqId == SEQ_MENU_TITLE_SCREEN) { return; } if (D_80363812 == 0) { D_80363812 = bgMusicVolume + 0x80; func_803200E4(fadeTimer); play_sequence(SEQ_PLAYER_ENV, seqId, fadeTimer >> 1); if (volume < 0x80) { func_8031D838(SEQ_PLAYER_ENV, fadeTimer, volume); } D_80332124 = volume; D_80332120 = seqId; } else if (volume != 0xff) { D_80363812 = bgMusicVolume + 0x80; func_803200E4(fadeTimer); func_8031D838(SEQ_PLAYER_ENV, fadeTimer, volume); D_80332124 = volume; } } void func_80321080(u16 fadeTimer) { if (D_80363812 != 0) { D_80363812 = 0; D_80332120 = 0; D_80332124 = 0; func_803200E4(fadeTimer); sequence_player_fade_out(SEQ_PLAYER_ENV, fadeTimer); } } void func_803210D4(u16 fadeOutTime) { u8 i; if (sHasStartedFadeOut) { return; } if (gSequencePlayers[SEQ_PLAYER_LEVEL].enabled == TRUE) { #ifdef VERSION_EU func_802ad74c(0x83000000, fadeOutTime); #else sequence_player_fade_out_internal(SEQ_PLAYER_LEVEL, fadeOutTime); #endif } if (gSequencePlayers[SEQ_PLAYER_ENV].enabled == TRUE) { #ifdef VERSION_EU func_802ad74c(0x83010000, fadeOutTime); #else sequence_player_fade_out_internal(SEQ_PLAYER_ENV, fadeOutTime); #endif } for (i = 0; i < SOUND_BANK_COUNT; i++) { if (i != 7) { fade_channel_volume_scale(SEQ_PLAYER_SFX, i, 0, fadeOutTime / 16); } } sHasStartedFadeOut = TRUE; } void play_course_clear(void) { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_CUTSCENE_COLLECT_STAR, 0); D_8033211C = 0x80 | 0; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } void play_peachs_jingle(void) { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_PEACH_MESSAGE, 0); D_8033211C = 0x80 | 0; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } /** * Plays the puzzle jingle. Plays the dadada dadada *dadada* jingle * that usually plays when you solve a "puzzle", like chests, talking to * yoshi, releasing chain chomp, opening the pyramid top, etc. */ void play_puzzle_jingle(void) { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_SOLVE_PUZZLE, 0); D_8033211C = 0x80 | 20; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } void play_star_fanfare(void) { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_HIGH_SCORE, 0); D_8033211C = 0x80 | 20; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } void play_power_star_jingle(u8 arg0) { if (!arg0) { D_80363812 = 0; } play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_CUTSCENE_STAR_SPAWN, 0); D_8033211C = 0x80 | 20; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } void play_race_fanfare(void) { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_RACE, 0); D_8033211C = 0x80 | 20; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } void play_toads_jingle(void) { play_sequence(SEQ_PLAYER_ENV, SEQ_EVENT_TOAD_MESSAGE, 0); D_8033211C = 0x80 | 20; #ifdef VERSION_EU D_EU_80300558 = 2; #endif func_803200E4(50); } void sound_reset(u8 presetId) { #ifndef VERSION_JP if (presetId >= 8) { presetId = 0; sUnused8033323C = 0; } #endif sGameLoopTicked = 0; disable_all_sequence_players(); sound_init(); #if defined(VERSION_JP) || defined(VERSION_US) || defined(VERSION_SH) audio_reset_session(&gAudioSessionPresets[presetId]); #else audio_reset_session_eu(presetId); #endif osWritebackDCacheAll(); if (presetId != 7) { preload_sequence(SEQ_EVENT_SOLVE_PUZZLE, PRELOAD_BANKS | PRELOAD_SEQUENCE); preload_sequence(SEQ_EVENT_PEACH_MESSAGE, PRELOAD_BANKS | PRELOAD_SEQUENCE); preload_sequence(SEQ_EVENT_CUTSCENE_STAR_SPAWN, PRELOAD_BANKS | PRELOAD_SEQUENCE); } play_sequence(SEQ_PLAYER_SFX, SEQ_SOUND_PLAYER, 0); D_80332108 = (D_80332108 & 0xf0) + presetId; gSoundMode = D_80332108 >> 4; sHasStartedFadeOut = FALSE; } void audio_set_sound_mode(u8 soundMode) { D_80332108 = (D_80332108 & 0xf) + (soundMode << 4); gSoundMode = soundMode; } #ifndef VERSION_EU void unused_80321460(UNUSED s32 arg0, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s32 arg3) { } void unused_80321474(UNUSED s32 arg0) { } #endif