mirror of
https://github.com/zeldaret/botw
synced 2026-05-28 16:31:11 -04:00
528 lines
30 KiB
C++
528 lines
30 KiB
C++
#include "KingSystem/Sound/sndMusicInfo.h"
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namespace ksys::snd {
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void MusicInfo::applySoundResource() {
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sead::DirectResource* sound = loadMusic();
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if (sound) {
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agl::utl::ResParameterArchive archive(sound->getRawData());
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applyResParameterArchive(archive);
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}
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}
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EnvBgmInfo::ParamPerType::ParamPerType()
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: mBpm(110, "Bpm", "BPM", "Min=60,Max=180", this),
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mPart0FirstWaitCount(0, "Part0FirstWaitCount", "パート0 初回予約の待ち拍", "Min=0,Max=100",
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this),
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mPart1FirstWaitCount(1, "Part1FirstWaitCount", "パート1 初回予約の待ち拍", "Min=0,Max=100",
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this),
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mPart2FirstWaitCount(15, "Part2FirstWaitCount", "パート2 初回予約の待ち拍", "Min=0,Max=100",
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this),
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mPart3FirstWaitCount(30, "Part3FirstWaitCount", "パート3 初回予約の待ち拍", "Min=0,Max=100",
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this) {}
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EnvBgmInfo::EnvBgmInfo()
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: mEnableWaitSec(20, "EnableWaitSec", "昼夜切り替えや条件外れた後の開始待ち秒",
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"Min=0.f, Max=40.f", &mData),
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mDistanceOfCheckingActiveEnemy(70, "DistanceOfCheckingActiveEnemy",
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"警戒以上の敵を調べる範囲", "Min=1, Max=50", &mData),
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mTimeDay(5, "TimeDay", "この時刻以降は昼扱い", "Min=0.f,Max=24.f", &mData),
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mTimeNight(20, "TimeNight", "この時刻以降は夜扱い", "Min=0.f,Max=24.f", &mData),
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mConstVolume(1, 1, "ConstVolume", "固定音量", "Min=0.f,Max=1.f", &mHeader),
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mConstPan(0, 0, "ConstPan", "固定パン", "Min=-1.f,Max=1.f", &mHeader),
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mMasterBeatBase(12, "MasterBeatBase", "基本の値", "Min=1,Max=24", &mData),
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mMasterBeatRate(1, 4, "MasterBeatRate", "倍率", "Min=1,Max=4", &mHeader),
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mPart0Volume(0.5, 1, "Part0Volume", "初回以外の音量ランダム幅", "Min=0.f,Max=1.f", &mHeader),
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mPart0Pan(-0.95, 0.95, "Part0Pan", "パンランダム幅", "Min=-1.f,Max=1.f", &mHeader),
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mPart1SegmentAWaitCountBase(25, "Part1SegmentAWaitCountBase", "基本の値", "Min=0,Max=100",
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&mData),
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mPart1SegmentAWaitCountRate(1, 4, "Part1SegmentAWaitCountRate", "倍率", "Min=1,Max=10",
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&mHeader),
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mPart1SegmentBWaitCountBase(15, "Part1SegmentBWaitCountBase", "基本の値", "Min=0,Max=100",
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&mData),
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mPart1SegmentBWaitCountRate(1, 5, "Part1SegmentBWaitCountRate", "倍率", "Min=1,Max=10",
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&mHeader),
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mPart1SegmentCWaitCountBase(20, "Part1SegmentCWaitCountBase", "基本の値", "Min=0,Max=100",
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&mData),
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mPart1SegmentCWaitCountRate(1, 5, "Part1SegmentCWaitCountRate", "倍率", "Min=1,Max=10",
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&mHeader),
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mPart1Volume(0.5, 1, "Part1Volume", "初回以外の音量ランダム幅", "Min=0.f,Max=1.f", &mHeader),
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mPart1Pan(-0.4, 0.4, "Part1Pan", "パンランダム幅", "Min=-1.f,Max=1.f", &mHeader),
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mPart2WaitCountBase(40, "Part2WaitCountBase", "基本の値", "Min=0,Max=100", &mData),
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mPart2WaitCountRate(1, 3, "Part2WaitCountRate", "倍率", "Min=1,Max=10", &mHeader),
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mPart2Volume(0.4, 1, "Part2Volume", "音量ランダム幅", "Min=0.f,Max=1.f", &mHeader),
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// mPart2Pan missing?
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mPart3WaitCountBase(50, "Part3WaitCountBase", "基本の値", "Min=0,Max=100", &mData),
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mPart3WaitCountRate(1, 4, "Part3WaitCountRate", "倍率", "Min=1,Max=10", &mHeader),
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mPart3Volume(0.4, 1, "Part3Volume", "音量ランダム幅", "Min=0.f,Max=1.f", &mHeader),
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mPart3Pan(-1, 1, "Part3Pan", "パンランダム幅", "Min=-1.f,Max=1.f", &mHeader) {}
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void EnvBgmInfo::init(sead::Heap* heap) {
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// mData not linked in any way?
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addList(&mHeader, "MusicParam");
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mParamPerTypes.allocBufferAssert(EnvTimeEnum::size(), heap);
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for (int i = 0; i < EnvTimeEnum::size(); i++) {
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mHeader.addObj(&mParamPerTypes[i],
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sead::FormatFixedSafeString<32>("ParamPerType_%s", EnvTimeEnum(i).text()));
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}
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applySoundResource();
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}
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HorseBgmInfo::HorseBgmInfo()
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: mTimeDay(5, "TimeDay", "この時刻以降は昼扱い", "Min=0.f, Max=24.f", &mData),
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mTimeNight(20, "TimeNight", "この時刻以降は夜扱い", "Min=0.f, Max=24.f", &mData),
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mPlayWaitSec(5, "PlayWaitSec", "快速ギアになってから再生開始までの待ち秒", "Min=0.f,Max=10.f",
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&mData),
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mFadeInSec(14, "FadeInSec", "フェードイン秒", "Min=0.f,Max=30.f", &mData),
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mMinVolume(0, "MinVolume", "フェードイン開始時点の音量", "Min=0.f,Max=1.f", &mData),
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mFadeOutWaitSec(3, "FadeOutWaitSec", "ギアが下がった時のフェードアウト開始待ち秒",
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"Min=0.f,Max=10.f", &mData),
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mFadeOutSec(8, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=30.f", &mData),
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mPlayingSecUseOutro(18, "PlayingSecUseOutro",
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"フェードアウト完了時に再生がこの秒数以上続いてたらアウトロあり",
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"Min=0.f,Max=60.f", &mData),
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mIgnoreRequestSec(50, "IgnoreRequestSec",
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"フェードアウト開始時に発動する開始リクエスト禁止秒", "Min=0.f,Max=100.f",
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&mData) {}
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void HorseBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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TemperatureBgmInfo::ParamPerType::ParamPerType()
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: mTemperatureThreshold(30, "TemperatureThreshold", "温度の閾値", "Min=-50.f,Max=50.f", this),
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mFadeOutSec(2, "FadeOutSec", "条件を外れた時のフェードアウト秒", "Min=0.f,Max=10.f", this),
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mCancelFadeSec(0.5, "CancelFadeSec", "再度条件に入った時の復帰フェード秒", "Min=0.f,Max=10.f",
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this) {}
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void TemperatureBgmInfo::init(sead::Heap* heap) {
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addList(&mData, "MusicParam");
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mParamPerTypes.allocBufferAssert(TemperatureEnum::size(), heap);
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for (int i = 0; i < TemperatureEnum::size(); i++) {
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mData.addObj(&mParamPerTypes[i],
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sead::FormatFixedSafeString<32>("ParamPerType_%s", TemperatureEnum(i).text()));
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}
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applySoundResource();
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}
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TemperatureBgmInfo::~TemperatureBgmInfo() = default;
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SpotBgmInfo::SpotBgmInfo()
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: mTimeDay(3.5, "TimeDay", "この時刻以降は昼扱い", "Min=0.f, Max=24.f", &mData),
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mTimeNight(20, "TimeNight", "この時刻以降は夜扱い", "Min=0.f, Max=24.f", &mData),
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mFilterOnFadeSec(8, "FilterOnFadeSec", "フィルタOnの時のフェード秒", "Min=0.f,Max=30.f",
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&mData),
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mFilterOffFadeSec(5, "FilterOffFadeSec", "フィルタOffの時のフェード秒", "Min=0.f,Max=30.f",
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&mData),
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mFilterValueLo(0.65, "FilterValueLo", "フィルタの値(ローパス)", "Min=0.f,Max=1.f", &mData),
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mFilterValueHi(0.65, "FilterValueHi", "フィルタの値(ハイパス)", "Min=0.f,Max=1.f", &mData),
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mSubTrackNearDistance(10, "SubTrackNearDistance", "音量最大になる距離(m)",
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"Min=0.f,Max=50.f", &mData),
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mSubTrackFarDistance(30, "SubTrackFarDistance", "音量最小になる距離(m)", "Min=0.f,Max=50.f",
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&mData),
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mSubTrackVolumeMaxDelta(1, "SubTrackVolumeMaxDelta",
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"音量の変化度合の上限(大きくすると急な変化を抑えられる)",
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"Min=0.01f,Max=1.f", &mData),
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mAllowFadeInSec(1, "AllowFadeInSec", "フェードイン秒", "Min=0.f, Max=3.f", &mData),
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mAllowFadeOutSec(3, "AllowFadeOutSec", "フェードアウト秒", "Min=0.f, Max=3.f", &mData),
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mFadeOutSec(3, "FadeOutSec", "シグナル切断によるフェードアウト秒", "Min=0.f, Max=3.f",
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&mData),
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mCullingYFadeOutSec(3, "CullingYFadeOutSec", "エリア外によるフェードアウト秒",
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"Min=0.f, Max=5.f", &mData),
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mCullingYFadeInSec(1, "CullingYFadeInSec", "エリア内復帰によるフェードイン秒",
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"Min=0.f, Max=5.f", &mData) {}
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void SpotBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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MazeForestBgmInfo::MazeForestBgmInfo()
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: mPlayWaitSec(3, "PlayWaitSec", "エリアに入ってからの再生開始待ち秒", "Min=0.f, Max=10.f",
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&mData),
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mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f,Max=10.f", &mData),
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mFadeOutSec(9, "FadeOutSec", "エリアから出た時のフェードアウト秒", "Min=0.f,Max=10.f",
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&mData),
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mVolumeNormal(0.34, "VolumeNormal", "エリア内通常状態の音量", "Min=0.f,Max=1.f", &mData),
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mLostBoostSec(1.5, "LostBoostSec", "迷い状態になった時の音量上げ秒", "Min=0.f,Max=10.f",
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&mData),
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mLostBoostCancelSec(2, "LostBoostCancelSec", "迷い状態を脱した時の音量戻し秒",
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"Min=0.f,Max=10.f", &mData) {}
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void MazeForestBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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CastleBgmInfo::CastleBgmInfo()
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: mFadeOutWaitSec(3, "FadeOutWaitSec", "フェードアウト待ち秒", "Min=0.f,Max=10.f", &mData),
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mFadeOutSec(8, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData),
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mToIndoorWaitSec(3, "ToIndoorWaitSec", "外→内時のクロスフェード開始待ち秒",
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"Min=0.f,Max=10.f", &mData),
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mToIndoorFadeSec(5, "ToIndoorFadeSec", "外→内時のクロスフェード秒", "Min=0.f,Max=10.f",
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&mData),
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mToOutdoorFadeSec(5, "ToOutdoorFadeSec", "内→外時のクロスフェード秒", "Min=0.f,Max=10.f",
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&mData),
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mBattleWaitSec(1, "BattleWaitSec", "戦闘トラックフェードイン待ち秒", "Min=0.f,Max=10.f",
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&mData),
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mBattleFadeInSec(5, "BattleFadeInSec", "戦闘トラックフェードイン秒", "Min=0.f,Max=10.f",
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&mData),
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mBattleFadeOutSec(5, "BattleFadeOutSec", "戦闘トラックフェードアウト秒", "Min=0.f,Max=10.f",
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&mData) {}
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void CastleBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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BigMazeBgmInfo::BigMazeBgmInfo()
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: mPlayWaitSec(3, "PlayWaitSec", "エリアに入ってからの再生開始待ち秒", "Min=0.f, Max=10.f",
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&mData),
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mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f, Max=10.f", &mData),
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mFadeOutSec(10, "FadeOutSec", "再生停止時のフェードアウト秒", "Min=0.f, Max=20.f", &mData) {}
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void BigMazeBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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AnimalMasterBgmInfo::AnimalMasterBgmInfo()
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: mPlayWaitSec(2, "PlayWaitSec", "エリアに入ってからの再生開始待ち秒", "Min=0.f, Max=10.f",
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&mData),
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mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f, Max=10.f", &mData),
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mFadeOutSec(6, "FadeOutSec", "再生停止時のフェードアウト秒", "Min=0.f, Max=20.f", &mData) {}
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void AnimalMasterBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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FieldBattleBgmInfo::FieldBattleBgmInfo()
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: mBpm(130, "Bpm", "BPM", "Min=90,Max=180", &mData),
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mPlayWaitSec(1, "PlayWaitSec", "緊迫発生から再生開始までの待ち秒", "Min=0.f,Max=10.f",
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&mData),
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mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f,Max=10.f", &mData),
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mFadeOutSec(5, "FadeOutSec", "緊迫解除時のフェードアウト秒", "Min=0.f,Max=10.f", &mData),
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mFeelPlayingSec(3, "FeelPlayingSec",
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"再生開始後、この秒数を越えたら他セクションに再生中と通知",
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"Min=0.f,Max=10.f", &mData),
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mEasy1_OddsByKey0(40, "Easy1_OddsByKey0", "Easy1の前で調0を選ぶ確率", "Min=0.f,Max=100.f",
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&mData),
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mEasy1_OddsByKey1(30, "Easy1_OddsByKey1", "Easy1の前で調1を選ぶ確率", "Min=0.f,Max=100.f",
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&mData),
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mEasy1R_OddsBySameKey(20, "Easy1R_OddsBySameKey", "Easy1に再度戻る時に同調を継続する確率",
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"Min=0.f,Max=100.f", &mData),
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mEasy5_OddsBySameKey(40, "Easy5_OddsBySameKey", "Easy5の前で同調を継続する確率",
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"Min=0.f,Max=100.f", &mData),
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mMiddle0_OddsBySameKey(40, "Middle0_OddsBySameKey", "Middle0の前で同調を継続する確率",
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"Min=0.f,Max=100.f", &mData),
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mHard0_OddsBySameKey(100, "Hard0_OddsBySameKey", "Hard0の前で同調を継続する確率",
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"Min=0.f,Max=100.f", &mData),
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mHard1_OddsBySameKey(40, "Hard1_OddsBySameKey", "Hard1の前で同調を継続する確率",
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"Min=0.f,Max=100.f", &mData),
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mHard1F_OddsBySameKey(20, "Hard1F_OddsBySameKey", "Hard1の後で同調を継続する確率",
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"Min=0.f,Max=100.f", &mData),
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mOddsByKeySubId0(50, "OddsByKeySubId0", "調内タイプのAorBの確率", "Min=0.f,Max=100.f",
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&mData),
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mTension_SkipEasy2(25, "Tension_SkipEasy2", "Easy2をスキップする緊迫度", "Min=0,Max=100",
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&mData),
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mTension_SkipEasy5(50, "Tension_SkipEasy5", "Easy5をスキップする緊迫度", "Min=0,Max=100",
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&mData),
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mTension_SkipMiddle1(70, "Tension_SkipMiddle1", "Middle1をスキップする緊迫度",
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"Min=0,Max=100", &mData),
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mTension_SkipHard(39, "Tension_SkipHard", "Hardに進む緊迫度", "Min=0,Max=100", &mData),
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mReserveHitWaitBeat(1, "ReserveHitWaitBeat", "何拍先に予約するか", "Min=0,Max=10", &mData),
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mHitChainGridThreshold(18, "HitChainGridThreshold",
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"このグリッド以上ヒット間隔が空いたらコンボをリセット", "Min=1,Max=20",
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&mData),
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mIgnoreReserveHitGrid_Chain0(3, "IgnoreReserveHitGrid_Chain0", "ヒット波形0", "Min=0,Max=10",
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&mData),
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mIgnoreReserveHitGrid_Chain1(2, "IgnoreReserveHitGrid_Chain1", "ヒット波形1", "Min=0,Max=10",
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&mData),
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mIgnoreReserveHitGrid_Chain2(5, "IgnoreReserveHitGrid_Chain2", "ヒット波形2", "Min=0,Max=10",
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&mData),
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mStopMainBgmWaitBeat(0, "StopMainBgmWaitBeat", "何拍先に通常波形を止めるか", "Min=0,Max=5",
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&mData),
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mReserveOutroWaitBeat(0, "ReserveOutroWaitBeat", "何拍先にアウトロ予約するか", "Min=0,Max=10",
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&mData) {}
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void FieldBattleBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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BossBgmInfo::BossBgmInfo()
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: mPlayWaitSec(2, "PlayWaitSec", "再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData),
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mFadeOutSec(5, "FadeOutSec", "見失った時のフェードアウト秒", "Min=0.f,Max=10.f", &mData),
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mOutroWaitSec(0, "OutroWaitSec", "アウトロ開始待ち秒", "Min=0.f,Max=10.f", &mData),
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mChangeTypeFadeOutSec(4, "ChangeTypeFadeOutSec", "ゲージ表示敵切替時のフェードアウト秒",
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"Min=0.f,Max=10.f", &mData),
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mFeelPlayingSec(3, "FeelPlayingSec",
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"再生開始後、この秒数を越えたら他セクションに再生中と通知",
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"Min=0.f,Max=10.f", &mData) {}
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void BossBgmInfo::init(sead::Heap* heap) {
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addObj(&mData, "MusicParam");
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applySoundResource();
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}
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// GolemBgmInfo and GiantBgmInfo functions never defined in code, but are just references to
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// BossBgmInfo functions
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GolemBgmInfo::GolemBgmInfo() = default;
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GiantBgmInfo::GiantBgmInfo() = default;
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SandwormBgmInfo::SandwormBgmInfo()
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: mAngryStartFadeSec(1, "AngryStartFadeSec", "怒り開始時クロスフェード秒", "Min=0.f,Max=5.f",
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&mData),
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mAngryEndFadeSec(1, "AngryEndFadeSec", "怒り終了時クロスフェード秒", "Min=0.f,Max=5.f",
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&mData),
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mChanceStartWaitSec(0.5, "ChanceStartWaitSec", "チャンスタイム開始待ち秒", "Min=0.f,Max=5.f",
|
||
&mData) {}
|
||
|
||
AssassinSeniorBgmInfo::AssassinSeniorBgmInfo()
|
||
: mFadeOutSec(5, "FadeOutSec", "範囲外によるフェードアウト秒", "Min=0.f,Max=10.f", &mData),
|
||
mToDemoFadeSec(0.5, "ToDemoFadeSec", "デモ開始時トラックフェードアウト秒", "Min=0.f,Max=10.f",
|
||
&mData),
|
||
mToBattleFadeSec(0.5, "ToBattleFadeSec", "デモ終了時トラックフェードイン秒",
|
||
"Min=0.f,Max=10.f", &mData),
|
||
mFeelPlayingSec(0.4, "FeelPlayingSec",
|
||
"再生開始後、この秒数を越えたら他セクションに再生中と通知",
|
||
"Min=0.f,Max=10.f", &mData) {}
|
||
|
||
void AssassinSeniorBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
GuardianBgmInfo::GuardianBgmInfo()
|
||
: mPlayWaitSec(0.35, "PlayWaitSec", "再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData),
|
||
mFadeOutWaitSec(3, "FadeOutWaitSec", "フェードアウト待ち秒", "Min=0.f,Max=10.f", &mData),
|
||
mFadeOutSec(5, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData),
|
||
mFeelPlayingSec(0.4, "FeelPlayingSec",
|
||
"再生開始後、この秒数を越えたら他セクションに再生中と通知",
|
||
"Min=0.f,Max=10.f", &mData),
|
||
mDamageThresholdHitReserve(100, "DamageThresholdHitReserve", "ヒット予約するダメージ量",
|
||
"Min=10,Max=500", &mData),
|
||
mCancelHitSec(1.8, "CancelHitSec", "ヒット予約後マーカーがすぐこない場合の予約破棄までの秒数",
|
||
"Min=0.1f,Max=10.f", &mData),
|
||
mIgnoreReserveCountDownSec(3.9, "IgnoreReserveCountDownSec",
|
||
"ヒット波形再生開始後、再予約を許可するまでの秒数",
|
||
"Min=0.f,Max=10.f", &mData),
|
||
mMarkerIdHitSectionB(39, "MarkerIdHitSectionB", "次がこのID以上なら「B」", "Min=0,Max=100",
|
||
&mData),
|
||
mMarkerIdHitSectionC(54, "MarkerIdHitSectionC", "次がこのID以上なら「C」", "Min=0,Max=100",
|
||
&mData),
|
||
mMarkerIdHitSectionA(61, "MarkerIdHitSectionA", "次がこのID以上ならまわって「A」",
|
||
"Min=0,Max=100", &mData),
|
||
mMarkerCallbackOffsetSample(
|
||
-2850, "MarkerCallbackOffsetSample",
|
||
"マーカーコールバックのオフセットサンプル数(負にすると実際より手前で返る)",
|
||
"Min=-32000,Max=32000", &mData) {}
|
||
|
||
void GuardianBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
GuardianFixedBgmInfo::GuardianFixedBgmInfo()
|
||
: mPlayWaitSec(0.35, "PlayWaitSec", "再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData),
|
||
mFadeOutSec(5, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData),
|
||
mFadeWaitSec(1, "FadeWaitSec", "フェードアウト開始までの待ち秒", "Min=0.f,Max=10.f", &mData),
|
||
mFeelPlayingSec(0.4, "FeelPlayingSec",
|
||
"再生開始後、この秒数を越えたら他セクションに再生中と通知",
|
||
"Min=0.f,Max=10.f", &mData) {}
|
||
|
||
void GuardianFixedBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
DragonBgmInfo::ParamPerType::ParamPerType()
|
||
: mDistanceThreshold(200, "DistanceThreshold", "再生開始する距離", "Min = 50.f,Max=400.f",
|
||
this),
|
||
mPlayWaitSec(1, "PlayWaitSec", "再生待ち秒", "Min=0.f,Max=10.f", this),
|
||
mFadeInSec(6, "FadeInSec", "フェードイン秒", "Min=0.f,Max=20.f", this),
|
||
mFadeWaitSec(3, "FadeWaitSec", "再生終了待ち秒", "Min=0.f,Max=20.f", this),
|
||
mFadeOutSec(8, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=20.f", this) {}
|
||
|
||
void DragonBgmInfo::init(sead::Heap* heap) {
|
||
addList(&mData, "MusicParam");
|
||
mParamPerTypes.allocBufferAssert(DragonEnum::size(), heap);
|
||
for (int i = 0; i < DragonEnum::size(); i++) {
|
||
mData.addObj(&mParamPerTypes[i],
|
||
sead::FormatFixedSafeString<32>("ParamPerType_%s", DragonEnum(i).text()));
|
||
}
|
||
applySoundResource();
|
||
}
|
||
|
||
GanonGrudgeBattleBgmInfo::GanonGrudgeBattleBgmInfo()
|
||
: mFadeInSec(1, "FadeInSec", "フェードイン秒", "Min=0.f,Max=10.f", &mData),
|
||
mFadeOutSec(2, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData),
|
||
mFeelPlayingSec(0.4, "FeelPlayingSec",
|
||
"再生開始後、この秒数を越えたら他セクションに再生中と通知",
|
||
"Min=0.f,Max=10.f", &mData) {}
|
||
|
||
void GanonGrudgeBattleBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
EventBgmRemainsElecBattleInfo::EventBgmRemainsElecBattleInfo()
|
||
: mMinVolumeOutStorm(0.2, "MinVolumeOutStorm", "条件外の時の音量", "Min=0.f, Max=1.f", &mData),
|
||
mFadeInSecOutStorm(3, "FadeInSecOutStorm", "フェードイン秒", "Min=0.f,Max=5.f", &mData),
|
||
mFadeOutSecOutStorm(3, "FadeOutSecOutStorm", "フェードアウト秒", "Min=0.f,Max=5.f", &mData),
|
||
mMinVolumeWakeBoarding(0, "MinVolumeWakeBoarding", "条件外の時の音量", "Min=0.f,Max=1.f",
|
||
&mData),
|
||
mFadeInSecWakeBoarding(0.1, "FadeInSecWakeBoarding", "フェードイン秒", "Min=0.f,Max=5.f",
|
||
&mData),
|
||
mFadeOutSecWakeBoarding(0.1, "FadeOutSecWakeBoarding", "フェードアウト秒", "Min=0.f,Max=5.f",
|
||
&mData) {}
|
||
|
||
void EventBgmRemainsElecBattleInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
EventBgmRemainsFireBattleInfo::EventBgmRemainsFireBattleInfo()
|
||
: mFoundFadeOutSec(0.1, "FoundFadeOutSec", "警報時フェードアウト秒", "Min=0.f, Max=5.f",
|
||
&mData),
|
||
mFoundWaitSec(2, "FoundWaitSec", "警報時(初回)の次のkey再生待ち秒", "Min=0.f,Max=5.f",
|
||
&mData),
|
||
mFoundAgainWaitSec(1, "FoundAgainWaitSec", "警報時(二回目以降)の次のkey再生待ち秒",
|
||
"Min=0.f,Max=5.f", &mData) {}
|
||
|
||
void EventBgmRemainsFireBattleInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
DungeonNormalBgmInfo::PartChangeOdds::PartChangeOdds()
|
||
: mOdds_1To1(50, "Odds_1To1", "今回パート数1を選ぶ確率(%)", "Min=0.f,Max=100.f", this),
|
||
mOdds_2To1(50, "Odds_2To1", "今回パート数1を選ぶ確率(%)", "Min=0.f,Max=100.f", this),
|
||
mOdds_2To2(50, "Odds_2To2", "今回パート数2を選ぶ確率(%)", "Min=0.f,Max=100.f", this),
|
||
mOdds_3To2(50, "Odds_3To2", "今回パート数2を選ぶ確率(%)", "Min=0.f,Max=100.f", this),
|
||
mOdds_3To3(50, "Odds_3To3", "今回パート数3を選ぶ確率(%)", "Min=0.f,Max=100.f", this),
|
||
mOdds_4To3(50, "Odds_4To3", "今回パート数3を選ぶ確率(%)", "Min=0.f,Max=100.f", this) {}
|
||
|
||
DungeonNormalBgmInfo::DungeonNormalBgmInfo()
|
||
: mLoopNumForOddsId2(10, "LoopNumForOddsId2", "確率パターンが2になるループ回数", "Min=0,Max=50",
|
||
&mData),
|
||
mLoopNumForOddsId3(20, "LoopNumForOddsId3", "確率パターンが3になるループ回数", "Min=0,Max=50",
|
||
&mData),
|
||
mMaxPartChainThreshold(4, "MaxPartChainThreshold",
|
||
"パート数最大が何回続いたらループ回数リセットするか", "Min=0,Max=10",
|
||
&mData),
|
||
mOdds_FirstArp(50, "Odds_FirstArp",
|
||
"初回にアルペジオorストリングベースでアルペジオを選ぶ確率(%)",
|
||
"Min=0.f,Max=100.f", &mData),
|
||
mTitleDelaySec(0, "TitleDelaySec", "ダンジョンのタイトルが消えてから再生開始までの時間(秒)",
|
||
"Min=0.f,Max=10.f", &mData) {}
|
||
|
||
void DungeonNormalBgmInfo::init(sead::Heap* heap) {
|
||
addList(&mHeader, "MusicParam");
|
||
static constexpr int NumPartChangeOdds = 3;
|
||
mPartChangeOdds.allocBufferAssert(NumPartChangeOdds, heap);
|
||
for (int i = 0; i < NumPartChangeOdds; i++)
|
||
mHeader.addObj(&mPartChangeOdds[i], sead::FormatFixedSafeString<32>("PartChangeOdds%d", i));
|
||
applySoundResource();
|
||
}
|
||
|
||
DungeonRewardBgmInfo::DungeonRewardBgmInfo()
|
||
: mOddsPlayableString(50, "OddsPlayableString", "ストリングスが選ばれる確率(%)",
|
||
"Min=0.f, Max=100.f", &mData),
|
||
mTitleDelaySec(0, "TitleDelaySec", "ダンジョンのタイトルが消えてから再生開始までの時間(秒)",
|
||
"Min=0.f,Max=10.f", &mData) {}
|
||
|
||
void DungeonRewardBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
DungeonBattleBgmInfo::DungeonBattleBgmInfo()
|
||
: mPlayWaitSec(1, "PlayWaitSec", "緊迫発生から再生開始までの待ち秒", "Min=0.f, Max=10.f",
|
||
&mData),
|
||
mFadeOutSec(5, "FadeOutSec", "緊迫解除時のフェードアウト秒", "Min=0.f,Max=10.f", &mData),
|
||
mVolumeNormal(3, "VolumeNormal", "再生開始後、この秒数を越えたら他セクションに再生中と通知",
|
||
"Min=0.f,Max=10.f", &mData) {}
|
||
|
||
void DungeonBattleBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
RemainsNormalBgmInfo::RemainsNormalBgmInfo()
|
||
: mFadeOutSecA(2, "FadeOutSecA", "A→Bの時のAのフェードアウト秒", "Min=0.f, Max=10.f", &mData),
|
||
mFadeOutSecB(0, "FadeOutSecB", "B→Zの時のBのフェードアウト秒", "Min=0.f, Max=10.f", &mData),
|
||
mFadeOutSecZ(2, "FadeOutSecZ", "Z→ボスの時のZのフェードアウト秒", "Min=0.f, Max=10.f",
|
||
&mData),
|
||
mCrossFadeSec(1, "CrossFadeSec", "B内のクロスフェード秒", "Min=0.f, Max=10.f", &mData) {}
|
||
|
||
void RemainsNormalBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
TutorialDungeonBattleBgmInfo::TutorialDungeonBattleBgmInfo()
|
||
: mTransitionDelaySec(0.46, "TransitionDelaySec", "ステップ間の再生待ち秒", &mData),
|
||
mOutroDelaySec(0, "OutroDelaySec", "アウトロ開始前の待ち秒", &mData) {}
|
||
|
||
void TutorialDungeonBattleBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
GanonBeastBgmInfo::GanonBeastBgmInfo()
|
||
: mStartDelaySec(0.5, "StartDelaySec", "開始時の再生待ち秒", &mData),
|
||
mRetryDelaySec(0.5, "RetryDelaySec", "リトライ時の再生待ち秒", &mData),
|
||
m1To2TransitionDelaySec(1, "1To2TransitionDelaySec", "レベル1→2の再生待ち秒", &mData),
|
||
m2To3TransitionDelaySec(1, "2To3TransitionDelaySec", "レベル2→3の再生待ち秒", &mData),
|
||
mFadeOutSec(0.25, "FadeOutSec", "切り替わり時のフェードアウト秒", &mData) {}
|
||
|
||
void GanonBeastBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
FinalTrialBossBattleBgmInfo::FinalTrialBossBattleBgmInfo()
|
||
: mTransformDemoWaitSec(1, "TransformDemoWaitSec", "変化デモトラックチェンジ待ち秒", &mData),
|
||
mFadeSecToTransformDemo(1, "FadeSecToTransformDemo", "変化デモトラックへのクロスフェード秒",
|
||
&mData),
|
||
mCurveTypeToTransformDemo(
|
||
1, "CurveTypeToTransformDemo",
|
||
"変化デモトラックへのカーブタイプ(0=リニア,1=二乗,2=平方根,3=サイン)", &mData),
|
||
mFadeSecFromTransformDemo(1, "FadeSecFromTransformDemo",
|
||
"変化デモからインゲームへのクロスフェード秒", &mData),
|
||
mCurveTypeFromTransformDemo(
|
||
1, "CurveTypeFromTransformDemo",
|
||
"変化デモからインゲームへのカーブタイプ(0=リニア,1=二乗,2=平方根,3=サイン)", &mData),
|
||
mFadeSeLevel3To4(1, "FadeSecLevel3To4", "レベル3から4へのクロスフェード秒", &mData),
|
||
mCurveTypeLevel3To4(1, "CurveTypeLevel3To4",
|
||
"レベル3から4へのカーブタイプ(0=リニア,1=二乗,2=平方根,3=サイン)",
|
||
&mData),
|
||
mStopFadeSec(1, "StopFadeSec", "停止時のフェード秒", &mData) {}
|
||
|
||
void FinalTrialBossBattleBgmInfo::init(sead::Heap* heap) {
|
||
addObj(&mData, "MusicParam");
|
||
applySoundResource();
|
||
}
|
||
|
||
EnvPaletteReactiveBgmInfo::ParamPerType::ParamPerType()
|
||
: mPlayWaitSec(2, "PlayWaitSec", "再生待ち秒", "Min = 0.1f, Max = 10.f", this),
|
||
mFadeInSec(5, "FadeInSec", "フェードイン秒", this),
|
||
mFadeOutSec(3, "FadeOutSec", "フェードアウト秒", this) {}
|
||
|
||
void EnvPaletteReactiveBgmInfo::init(sead::Heap* heap) {
|
||
addList(&mData, "MusicParam");
|
||
mParamPerTypes.allocBufferAssert(EnvPaletteReactiveBgmEnum::size(), heap);
|
||
for (int i = 0; i < EnvPaletteReactiveBgmEnum::size(); i++) {
|
||
mData.addObj(&mParamPerTypes[i],
|
||
sead::FormatFixedSafeString<32>("ParamPerType_%s",
|
||
EnvPaletteReactiveBgmEnum(i).text()));
|
||
}
|
||
applySoundResource();
|
||
}
|
||
|
||
} // namespace ksys::snd
|