mirror of
https://github.com/sonicdcer/sf64.git
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b8a3bf635c
* remove yamls that were wrong and prevented jp rev0 from building correctly * playerstate * some jp rev0 settings * func_800145FC should return value instead of count * enum usage * format * rename vars in Audio_PlaySoundTestTrack * Makefile: audio OPTFLAGS for EU * VERSION EU audio_general decompiled * audio_effects.c (Identical to US) * audio_heap.c * VERSION_EU audio_load.c * renames * audio_playback.c * audio_seqplayer * audio_synthesis.c * comment * EU audio_thread.c * fox load symbols * more EU symbols and functions identified * state_1C8 -> state * identify more eu symbols * more EU symbols
178 lines
7.1 KiB
C
178 lines
7.1 KiB
C
#ifndef BGM_H
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#define BGM_H
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#include "sys.h"
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void Audio_SetBgmParam(s8 bgmParam);
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void Audio_PlaySequence(u8 seqPlayId, u16 seqId, u8 fadeinTime, u8 bgmParam);
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void Audio_PlayFanfare(u16 seqId, u8 bgmVolume, u8 bgmFadeoutTime, u8 bgmFadeinTime);
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void Audio_PlayDeathSequence(void);
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void Audio_PlaySoundTest(u8 enable);
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void Audio_PlaySequenceDistorted(u8 seqPlayId, u16 seqId, u16 distortion, u8 fadeinTime, u8 unused);
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void Audio_PlaySoundTestTrack(u8 trackNumber);
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void Audio_PlayBgm(u16 seqId);
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#define AUDIO_PLAY_BGM(seqId) Audio_PlaySequence(SEQ_PLAYER_BGM, (seqId), 0, -1)
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typedef enum BgmSeqIds {
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/* 0 */ SEQ_ID_SFX,
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/* 1 */ SEQ_ID_VOICE,
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/* 2 */ SEQ_ID_CORNERIA,
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/* 3 */ SEQ_ID_METEO,
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/* 4 */ SEQ_ID_TITANIA,
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/* 5 */ SEQ_ID_SECTOR_X,
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/* 6 */ SEQ_ID_ZONESS,
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/* 7 */ SEQ_ID_AREA_6,
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/* 8 */ SEQ_ID_VENOM_1,
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/* 9 */ SEQ_ID_SECTOR_Y,
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/* 10 */ SEQ_ID_FORTUNA,
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/* 11 */ SEQ_ID_SOLAR,
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/* 12 */ SEQ_ID_BOLSE,
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/* 13 */ SEQ_ID_KATINA,
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/* 14 */ SEQ_ID_AQUAS,
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/* 15 */ SEQ_ID_SECTOR_Z,
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/* 16 */ SEQ_ID_MACBETH,
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/* 17 */ SEQ_ID_ANDROSS,
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/* 18 */ SEQ_ID_BOSS_CO_1,
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/* 19 */ SEQ_ID_BOSS_ME,
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/* 20 */ SEQ_ID_BOSS_TI,
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/* 21 */ SEQ_ID_BOSS_SX,
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/* 22 */ SEQ_ID_BOSS_ZO,
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/* 23 */ SEQ_ID_BOSS_A6,
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/* 24 */ SEQ_ID_BOSS_VE,
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/* 25 */ SEQ_ID_BOSS_SY,
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/* 26 */ SEQ_ID_UNK_26,
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/* 27 */ SEQ_ID_BOSS_SO,
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/* 28 */ SEQ_ID_BOSS_BO,
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/* 29 */ SEQ_ID_BOSS_KA,
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/* 30 */ SEQ_ID_BOSS_AQ,
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/* 31 */ SEQ_ID_BOSS_SZ,
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/* 32 */ SEQ_ID_BOSS_MA,
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/* 33 */ SEQ_ID_BOSS_ANDROSS,
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/* 34 */ SEQ_ID_TITLE,
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/* 35 */ SEQ_ID_OPENING,
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/* 36 */ SEQ_ID_MENU,
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/* 37 */ SEQ_ID_CO_INTRO,
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/* 38 */ SEQ_ID_GOOD_END,
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/* 39 */ SEQ_ID_DEATH,
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/* 40 */ SEQ_ID_GAME_OVER,
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/* 41 */ SEQ_ID_UNK_41,
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/* 42 */ SEQ_ID_STAFF_ROLL,
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/* 43 */ SEQ_ID_STAR_WOLF,
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/* 44 */ SEQ_ID_INTRO_S,
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/* 45 */ SEQ_ID_INTRO_M,
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/* 46 */ SEQ_ID_VERSUS,
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/* 47 */ SEQ_ID_VS_HURRY,
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/* 48 */ SEQ_ID_BOSS_CO_2,
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/* 49 */ SEQ_ID_BAD_END,
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/* 50 */ SEQ_ID_ME_INTRO,
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/* 51 */ SEQ_ID_INTRO_51,
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/* 52 */ SEQ_ID_UNK_52,
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/* 53 */ SEQ_ID_UNK_53,
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/* 54 */ SEQ_ID_KATT,
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/* 55 */ SEQ_ID_BILL,
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/* 56 */ SEQ_ID_VS_MENU,
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/* 57 */ SEQ_ID_UNK_57,
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/* 58 */ SEQ_ID_WARP_ZONE,
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/* 59 */ SEQ_ID_UNK_59,
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/* 60 */ SEQ_ID_WORLD_MAP,
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/* 61 */ SEQ_ID_AND_BRAIN,
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/* 62 */ SEQ_ID_TO_ANDROSS,
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/* 63 */ SEQ_ID_TRAINING,
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/* 64 */ SEQ_ID_VE_CLEAR,
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/* 65 */ SEQ_ID_BOSS_RESUME,
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#ifdef VERSION_EU
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/* 66 */ SEQ_ID_VOICE_LYLAT,
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/* 67 */ SEQ_ID_MAX,
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#else
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/* 66 */ SEQ_ID_MAX,
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#endif
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/* -1 */ SEQ_ID_NONE = 0xFFFF,
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} BgmSeqIds;
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#define SEQ_FLAG 0x8000
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#define NA_BGM_SE (SEQ_ID_SFX)
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#define NA_BGM_VO (SEQ_ID_VOICE)
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#define NA_BGM_VO_LYLAT (SEQ_ID_VOICE_LYLAT)
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#define NA_BGM_STAGE_CO (SEQ_ID_CORNERIA | SEQ_FLAG)
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#define NA_BGM_STAGE_ME (SEQ_ID_METEO | SEQ_FLAG)
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#define NA_BGM_STAGE_TI (SEQ_ID_TITANIA | SEQ_FLAG)
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#define NA_BGM_STAGE_SX (SEQ_ID_SECTOR_X | SEQ_FLAG)
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#define NA_BGM_STAGE_ZO (SEQ_ID_ZONESS | SEQ_FLAG)
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#define NA_BGM_STAGE_A6 (SEQ_ID_AREA_6 | SEQ_FLAG)
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#define NA_BGM_STAGE_SB (SEQ_ID_AREA_6 | SEQ_FLAG)
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#define NA_BGM_STAGE_VE1 (SEQ_ID_VENOM_1 | SEQ_FLAG)
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#define NA_BGM_STAGE_SY (SEQ_ID_SECTOR_Y | SEQ_FLAG)
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#define NA_BGM_STAGE_FO (SEQ_ID_FORTUNA | SEQ_FLAG)
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#define NA_BGM_STAGE_SO (SEQ_ID_SOLAR | SEQ_FLAG)
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#define NA_BGM_STAGE_BO (SEQ_ID_BOLSE | SEQ_FLAG)
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#define NA_BGM_STAGE_KA (SEQ_ID_KATINA | SEQ_FLAG)
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#define NA_BGM_STAGE_AQ (SEQ_ID_AQUAS)
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#define NA_BGM_STAGE_SZ (SEQ_ID_SECTOR_Z | SEQ_FLAG)
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#define NA_BGM_STAGE_MA (SEQ_ID_MACBETH | SEQ_FLAG)
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#define NA_BGM_STAGE_ANDROSS (SEQ_ID_ANDROSS | SEQ_FLAG)
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#define NA_BGM_BOSS_CO (SEQ_ID_BOSS_CO_1 | SEQ_FLAG)
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#define NA_BGM_BOSS_ME (SEQ_ID_BOSS_ME | SEQ_FLAG)
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#define NA_BGM_BOSS_TI (SEQ_ID_BOSS_TI | SEQ_FLAG)
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#define NA_BGM_BOSS_SX (SEQ_ID_BOSS_SX | SEQ_FLAG)
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#define NA_BGM_BOSS_ZO (SEQ_ID_BOSS_ZO | SEQ_FLAG)
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#define NA_BGM_BOSS_A6 (SEQ_ID_BOSS_A6 | SEQ_FLAG)
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#define NA_BGM_BOSS_SB (SEQ_ID_BOSS_A6 | SEQ_FLAG)
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#define NA_BGM_BOSS_VE (SEQ_ID_BOSS_VE | SEQ_FLAG)
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#define NA_BGM_BOSS_SY (SEQ_ID_BOSS_SY | SEQ_FLAG)
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#define NA_BGM_BOSS_FO (SEQ_ID_UNK_26 | SEQ_FLAG)
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#define NA_BGM_BOSS_SO (SEQ_ID_BOSS_SO | SEQ_FLAG)
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#define NA_BGM_BOSS_BO (SEQ_ID_BOSS_BO | SEQ_FLAG)
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#define NA_BGM_BOSS_KA (SEQ_ID_BOSS_KA | SEQ_FLAG)
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#define NA_BGM_BOSS_AQ (SEQ_ID_BOSS_AQ | SEQ_FLAG)
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#define NA_BGM_BOSS_SZ (SEQ_ID_BOSS_SZ | SEQ_FLAG)
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#define NA_BGM_BOSS_MA (SEQ_ID_BOSS_MA | SEQ_FLAG)
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#define NA_BGM_BOSS_ANDROSS (SEQ_ID_BOSS_ANDROSS | SEQ_FLAG)
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#define NA_BGM_TITLE (SEQ_ID_TITLE)
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#define NA_BGM_OPENING (SEQ_ID_OPENING)
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#define NA_BGM_SELECT (SEQ_ID_MENU)
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#define NA_BGM_RANKING (SEQ_ID_MENU)
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#define NA_BGM_START_DEMO (SEQ_ID_CO_INTRO)
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#define NA_BGM_COURSE_CLEAR (SEQ_ID_GOOD_END)
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#define NA_BGM_PLAYER_DOWN (SEQ_ID_DEATH)
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#define NA_BGM_GAME_OVER (SEQ_ID_GAME_OVER)
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#define NA_BGM_END_DEMO (SEQ_ID_UNK_41)
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#define NA_BGM_STAFF_ROLL (SEQ_ID_STAFF_ROLL)
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#define NA_BGM_STARWOLF (SEQ_ID_STAR_WOLF | SEQ_FLAG)
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#define NA_BGM_START_DEMO_S (SEQ_ID_INTRO_S)
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#define NA_BGM_START_DEMO_M (SEQ_ID_INTRO_M)
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#define NA_BGM_VOLUME_TEST (SEQ_ID_VERSUS)
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#define NA_BGM_BATTLE (SEQ_ID_VERSUS | SEQ_FLAG)
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#define NA_BGM_VS_00 (SEQ_ID_VERSUS | SEQ_FLAG)
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#define NA_BGM_VS_01 (SEQ_ID_VERSUS | SEQ_FLAG)
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#define NA_BGM_VS_02 (SEQ_ID_VERSUS | SEQ_FLAG)
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#define NA_BGM_BATTLE_LAST (SEQ_ID_VS_HURRY | SEQ_FLAG)
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#define NA_BGM_BOSS_A_CARRIER (SEQ_ID_BOSS_CO_2 | SEQ_FLAG)
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#define NA_BGM_COURSE_FAILURE (SEQ_ID_BAD_END)
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#define NA_BGM_ME_START_DEMO (SEQ_ID_ME_INTRO)
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#define NA_BGM_FO_START_DEMO (SEQ_ID_INTRO_51)
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#define NA_BGM_A6_START_DEMO (SEQ_ID_INTRO_51)
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#define NA_BGM_BO_START_DEMO (SEQ_ID_INTRO_51)
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#define NA_BGM_SO_START_DEMO (SEQ_ID_INTRO_51)
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#define NA_BGM_KA_START_DEMO (SEQ_ID_INTRO_51)
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#define NA_BGM_SZ_START_DEMO (SEQ_ID_INTRO_51)
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#define NA_BGM_AQ_START_DEMO (SEQ_ID_UNK_52)
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#define NA_BGM_VE_START_DEMO (SEQ_ID_UNK_53)
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#define NA_BGM_KATT (SEQ_ID_KATT)
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#define NA_BGM_BILL (SEQ_ID_BILL)
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#define NA_BGM_VS_SELECT (SEQ_ID_VS_MENU)
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#define NA_BGM_VS_RESULT (SEQ_ID_UNK_57)
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#define NA_BGM_STAGE_WZ (SEQ_ID_WARP_ZONE | SEQ_FLAG)
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#define NA_BGM_STAGE_AT (SEQ_ID_WARP_ZONE | SEQ_FLAG)
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#define NA_BGM_STAGE_SS (SEQ_ID_WARP_ZONE | SEQ_FLAG)
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#define NA_BGM_STAGE_BM3 (SEQ_ID_UNK_59 | SEQ_FLAG)
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#define NA_BGM_MAP (SEQ_ID_WORLD_MAP)
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#define NA_BGM_ANDROSS_BRAIN (SEQ_ID_AND_BRAIN | SEQ_FLAG)
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#define NA_BGM_DASH_INTO_BASE (SEQ_ID_TO_ANDROSS | SEQ_FLAG)
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#define NA_BGM_TRAINING (SEQ_ID_TRAINING | SEQ_FLAG)
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#define NA_BGM_ALL_CLEAR (SEQ_ID_VE_CLEAR | SEQ_FLAG)
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#define NA_BGM_REAL_BOSS (SEQ_ID_BOSS_RESUME | SEQ_FLAG)
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#endif
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