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z_sound_source OK (#353)
* z_sound_source OK * Fix Pos * Lib_PlaySfxByPos * Change function names * format * Update names to match OoT * cleanup from the merge * Fix name
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@@ -0,0 +1,75 @@
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#include "global.h"
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void SoundSource_InitAll(GlobalContext* globalCtx) {
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SoundSource* sources = &globalCtx->soundSources[0];
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s32 i;
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// clang-format off
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for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) { sources[i].countdown = 0; }
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// clang-format on
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}
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void SoundSource_UpdateAll(GlobalContext* globalCtx) {
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SoundSource* source = &globalCtx->soundSources[0];
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s32 i;
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for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) {
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if (source->countdown != 0) {
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if (DECR(source->countdown) == 0) {
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Audio_StopSfxByPos(&source->projectedPos);
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} else {
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SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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if (source->playSfxEachFrame) {
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Audio_PlaySfxAtPos(&source->projectedPos, source->sfxId);
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}
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}
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}
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source++;
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}
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}
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void SoundSource_Add(GlobalContext* globalCtx, Vec3f* worldPos, u32 duration, u16 sfxId, u32 playSfxEachFrame) {
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s32 countdown;
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SoundSource* source;
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s32 smallestCountdown = 0xFFFF;
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SoundSource* backupSource = NULL;
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s32 i;
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source = &globalCtx->soundSources[0];
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for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) {
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if (source->countdown == 0) {
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break;
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}
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// Store the sound source with the smallest remaining countdown
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countdown = source->countdown;
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if (countdown < smallestCountdown) {
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smallestCountdown = countdown;
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backupSource = source;
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}
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source++;
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}
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// If no sound source is available, replace the sound source with the smallest remaining countdown
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if (i >= ARRAY_COUNT(globalCtx->soundSources)) {
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source = backupSource;
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Audio_StopSfxByPos(&source->projectedPos);
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}
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source->worldPos = *worldPos;
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source->countdown = duration;
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source->playSfxEachFrame = playSfxEachFrame;
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source->sfxId = sfxId;
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SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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Audio_PlaySfxAtPos(&source->projectedPos, sfxId);
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}
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void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPos, u32 duration, u16 sfxId) {
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SoundSource_Add(globalCtx, worldPos, duration, sfxId, false);
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}
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void SoundSource_PlaySfxEachFrameAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPos, u32 duration, u16 sfxId) {
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SoundSource_Add(globalCtx, worldPos, duration, sfxId, true);
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}
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