Audio res documentation, API cleanup, bug fixes

This commit is contained in:
PJB3005
2026-08-30 20:50:59 +02:00
parent bd7e5cb77d
commit cd1d12eec6
14 changed files with 410 additions and 37 deletions
+58
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@@ -0,0 +1,58 @@
flowchart TD
Start[Start Sound Effect]
subgraph BST
params[Look up sound parameters]
end
Start-->|Sound ID|BST
subgraph BSC
bms_start[Look up BMS start]
end
Start-->|Sound ID|BSC
BSC-->|BMS data| bms[BMS interpreter]
subgraph IBNK
bnk[Look up instrument parameters]
end
bms-->|Plays notes| IBNK
subgraph WSYS
wsys[Look up wave sample]
end
IBNK-->|Wave ID|WSYS
flowchart TD
Start[Start Sound Effect]
subgraph BST
params[Look up sound parameters]
end
Start-->|Sound ID|BST
BST-->|File path| ast[Stream /AudioRes/Stream/xxx.ast from disc]
flowchart TD
Start[Start Sound Effect]
subgraph BST
params[Look up sound parameters]
end
Start-->|Sound ID|BST
BST-->|Resource ID| arc[Z2SoundSeqs.arc]
arc-->|BMS file| bms[BMS interpreter]
subgraph IBNK
bnk[Look up instrument parameters]
end
bms-->|Plays notes| IBNK
subgraph WSYS
wsys[Look up wave sample]
end
IBNK-->|Wave ID|WSYS
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@@ -26,7 +26,7 @@ All audio data is stored in `/Audiores` on the disc. Files are as follows:
### `/Audiores/Seqs/Z2SoundSeqs.arc`
Contains the BMS instructions for all BMS-based music and sound effects. Not all data is kept in memory at once.
Contains the BMS instructions for all BMS-based music. Not all data is kept in memory at once.
### `/Audiores/Stream/*.ast`
@@ -230,7 +230,7 @@ on scene changes in TP's game code.
```
u8 mPriority;
u8 mVolume; // Converted to float: mVolume * (1.0/127.0)
u16 mStreamPanParameters; // Bitpacked, two bits per channel determining whether a channel is center (00), left (01), or right (10).
u16 mStreamPanParameters; // Bitpacked, two bits per channel determining whether a channel is center (01), left (10), or right (11).
char* mStreamFilePath[] : u32; // File path to the .ast on disc.
```