Files
SpaghettiKart/src/audio/effects.h
T
Tyler McGavran e9415164bb Lots and lots of audio code copied from SM64 (#270)
* Lots of audio decomp

* effects and playback are 100% matched

* Took some notes from the SM64 Makefile to get the right compiler
 options for a couple files

* Added the audio files to rename_symbol utility

Signed-off-by: Taggerung <tyler.taggerung@gmail.com>
2022-11-06 08:24:24 -07:00

48 lines
1.4 KiB
C

#ifndef AUDIO_EFFECTS_H
#define AUDIO_EFFECTS_H
#include "audio/internal.h"
#ifdef TARGET_N64
#define IS_BIG_ENDIAN 1
#endif
#define ADSR_STATE_DISABLED 0
#define ADSR_STATE_INITIAL 1
#define ADSR_STATE_START_LOOP 2
#define ADSR_STATE_LOOP 3
#define ADSR_STATE_FADE 4
#define ADSR_STATE_HANG 5
#define ADSR_STATE_DECAY 6
#define ADSR_STATE_RELEASE 7
#define ADSR_STATE_SUSTAIN 8
#define ADSR_ACTION_RELEASE 0x10
#define ADSR_ACTION_DECAY 0x20
#define ADSR_ACTION_HANG 0x40
#define ADSR_DISABLE 0
#define ADSR_HANG -1
#define ADSR_GOTO -2
#define ADSR_RESTART -3
// Envelopes are always stored as big endian, to match sequence files which are
// byte blobs and can embed envelopes. Hence this byteswapping macro.
#if IS_BIG_ENDIAN
#define BSWAP16(x) (x)
#else
#define BSWAP16(x) (((x) & 0xff) << 8 | (((x) >> 8) & 0xff))
#endif
void sequence_channel_process_sound(struct SequenceChannel *seqChannel, s32 recalculateVolume);
void sequence_player_process_sound(struct SequencePlayer *seqPlayer);
f32 get_portamento_freq_scale(struct Portamento *p);
s16 get_vibrato_pitch_change(struct VibratoState *vib);
f32 get_vibrato_freq_scale(struct VibratoState *vib);
void note_vibrato_update(struct Note *note);
void note_vibrato_init(struct Note *note);
void adsr_init(struct AdsrState *adsr, struct AdsrEnvelope *envelope, s16 *volOut);
f32 adsr_update(struct AdsrState *adsr);
#endif /* AUDIO_EFFECTS_H */