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https://github.com/TwilitRealm/dusklight
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Audio res documentation, API cleanup, bug fixes
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@@ -0,0 +1,58 @@
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flowchart TD
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Start[Start Sound Effect]
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subgraph BST
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params[Look up sound parameters]
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end
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Start-->|Sound ID|BST
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subgraph BSC
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bms_start[Look up BMS start]
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end
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Start-->|Sound ID|BSC
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BSC-->|BMS data| bms[BMS interpreter]
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subgraph IBNK
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bnk[Look up instrument parameters]
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end
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bms-->|Plays notes| IBNK
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subgraph WSYS
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wsys[Look up wave sample]
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end
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IBNK-->|Wave ID|WSYS
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flowchart TD
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Start[Start Sound Effect]
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subgraph BST
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params[Look up sound parameters]
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end
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Start-->|Sound ID|BST
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BST-->|File path| ast[Stream /AudioRes/Stream/xxx.ast from disc]
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flowchart TD
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Start[Start Sound Effect]
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subgraph BST
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params[Look up sound parameters]
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end
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Start-->|Sound ID|BST
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BST-->|Resource ID| arc[Z2SoundSeqs.arc]
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arc-->|BMS file| bms[BMS interpreter]
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subgraph IBNK
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bnk[Look up instrument parameters]
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end
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bms-->|Plays notes| IBNK
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subgraph WSYS
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wsys[Look up wave sample]
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end
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IBNK-->|Wave ID|WSYS
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+2
-2
@@ -26,7 +26,7 @@ All audio data is stored in `/Audiores` on the disc. Files are as follows:
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### `/Audiores/Seqs/Z2SoundSeqs.arc`
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Contains the BMS instructions for all BMS-based music and sound effects. Not all data is kept in memory at once.
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Contains the BMS instructions for all BMS-based music. Not all data is kept in memory at once.
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### `/Audiores/Stream/*.ast`
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@@ -230,7 +230,7 @@ on scene changes in TP's game code.
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```
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u8 mPriority;
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u8 mVolume; // Converted to float: mVolume * (1.0/127.0)
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u16 mStreamPanParameters; // Bitpacked, two bits per channel determining whether a channel is center (00), left (01), or right (10).
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u16 mStreamPanParameters; // Bitpacked, two bits per channel determining whether a channel is center (01), left (10), or right (11).
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char* mStreamFilePath[] : u32; // File path to the .ast on disc.
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```
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