Added support for EU audio

This commit is contained in:
KiritoDv
2025-01-31 18:20:12 -06:00
parent d4bda98c07
commit d824ec401b
12 changed files with 63 additions and 362 deletions
-1
View File
@@ -101,7 +101,6 @@ s16 gAiBuffLengths[3];
u32 gAudioRandom;
u32 D_80155D88;
volatile u32 gAudioResetTimer;
u8 gVoiceLanguage = 0;
u64 gAudioContextEnd[2];
ReverbSettings D_800C74D0[2] = { { 1, 0x30, 0x3000, 0, 0 }, { 1, 0x40, 0x4000, 0xD000, 0x3000 } };
+15 -13
View File
@@ -3,6 +3,7 @@
#include "sf64context.h"
#include "audiothread_cmd.h"
#include "audioseq_cmd.h"
#include "port/Engine.h"
void Audio_SetModulationAndPlaySfx(f32* sfxSource, u32 sfxId, f32 freqMod);
s32 Audio_GetCurrentVoice(void);
@@ -530,9 +531,9 @@ void Audio_SetSfxProperties(u8 bankId, u8 entryIndex, u8 channelId) {
}
break;
case SFX_BANK_SYSTEM:
if (AUDIO_EU) {
if (GameEngine_HasVersion(SF64_VER_EU)) {
if (entry->state == 2) {
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, channelId, 1, gVoiceLanguage);
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, channelId, 1, CVarGetInteger("gVoiceLanguage", 0));
}
}
if (sSfxChannelLayout == SFXCHAN_3) {
@@ -2398,7 +2399,7 @@ void Audio_StopPlayerNoise(u8 playerId) {
break;
case FORM_LANDMASTER:
sfxId = NA_SE_TANK_ENGIN;
if (AUDIO_EU) {
if (GameEngine_HasVersion(SF64_VER_EU)) {
Audio_KillSfxBySourceAndId(gPlayer[playerId].sfx.srcPos, NA_SE_TANK_GO_UP);
}
break;
@@ -2728,13 +2729,14 @@ void Audio_KillAllSfx(void) {
}
void Audio_SetVoiceLanguage(u8 language) {
gVoiceLanguage = language;
if (gVoiceLanguage == 0) {
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO, -1, 1);
} else {
// 0x42 sets voice language to Lylat ?
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO_LYLAT, -1, 1);
switch (language) {
case 0:
default:
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO, -1, 1);
break;
case 1:
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO_LYLAT, -1, 1);
break;
}
}
@@ -2755,7 +2757,7 @@ void Audio_InitSounds(void) {
Audio_ResetSfxChannelState();
Audio_ResetActiveSequencesAndVolume();
Audio_ResetSfx();
if (AUDIO_EU) {
if (GameEngine_HasVersion(SF64_VER_EU)) {
AUDIOCMD_GLOBAL_SYNC_LOAD_SEQ_PARTS(NA_BGM_VO_LYLAT, 0);
}
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO, -1, 1);
@@ -2767,8 +2769,8 @@ void Audio_RestartSeqPlayers(void) {
s32 pad2;
u16 fadeIn = 1;
if (AUDIO_EU) {
if (gVoiceLanguage == 0) {
if (GameEngine_HasVersion(SF64_VER_EU)) {
if (CVarGetInteger("gVoiceLanguage", 0) == 0) {
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO, -1, 1);
} else {
Audio_StartSequence(SEQ_PLAYER_VOICE, NA_BGM_VO_LYLAT, -1, 1);
-1
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@@ -5,7 +5,6 @@
#include "assets/ast_audio.h"
#include "port/Engine.h"
#include "endianness.h"
#include "port/Engine.h"
#include "port/resource/loaders/AudioLoader.h"
s32 D_80146D80;