Files
mm/src/audio/sfx.c
T
engineer124 6685a4775e Audio sequence.c OK and documented (#1201)
* import sequence docs

* cleanup

* do not need raw hex
2023-03-30 19:53:47 +11:00

945 lines
34 KiB
C

#include "global.h"
typedef struct {
/* 0x00 */ u16 sfxId;
/* 0x02 */ u8 token;
/* 0x04 */ s8* reverbAdd;
/* 0x08 */ Vec3f* pos;
/* 0x0C */ f32* freqScale;
/* 0x10 */ f32* volume;
} SfxRequest; // size = 0x14
typedef struct {
/* 0x0 */ f32 value;
/* 0x4 */ f32 target;
/* 0x8 */ f32 step;
/* 0xC */ u16 remainingFrames;
} SfxBankLerp; // size = 0x10
typedef enum {
/* 0 */ SFX_RM_REQ_BY_BANK,
/* 1 */ SFX_RM_REQ_BY_POS_AND_BANK,
/* 2 */ SFX_RM_REQ_BY_POS,
/* 3 */ SFX_RM_REQ_BY_POS_AND_ID,
/* 4 */ SFX_RM_REQ_BY_TOKEN_AND_ID,
/* 5 */ SFX_RM_REQ_BY_ID
} SfxRemoveRequest;
SfxBankEntry sSfxPlayerBank[9];
SfxBankEntry sSfxItemBank[12];
SfxBankEntry sSfxEnvironmentBank[32];
SfxBankEntry sSfxEnemyBank[20];
SfxBankEntry sSfxSystemBank[8];
SfxBankEntry sSfxOcarinaBank[3];
SfxBankEntry sSfxVoiceBank[5];
SfxRequest sSfxRequests[0x100];
u8 sSfxBankListEnd[7];
u8 sSfxBankFreeListStart[7];
u8 sSfxBankUnused[7];
ActiveSfx gActiveSfx[7][3];
u8 sCurSfxPlayerChannelIndex;
u8 gSfxBankMuted[7];
SfxBankLerp sSfxBankLerp[7];
// sSfxRequests ring buffer endpoints. read index <= write index, wrapping around mod 256.
u8 sSfxRequestWriteIndex = 0;
u8 sSfxRequestReadIndex = 0;
/**
* Array of pointers to arrays of SfxBankEntry of sizes: 9, 12, 32, 20, 8, 3, 5
*
* 0 : Player Bank size 9
* 1 : Item Bank size 12
* 2 : Environment Bank size 32
* 3 : Enemy Bank size 20
* 4 : System Bank size 8
* 5 : Ocarina Bank size 3
* 6 : Voice Bank size 5
*/
SfxBankEntry* gSfxBanks[7] = {
sSfxPlayerBank, sSfxItemBank, sSfxEnvironmentBank, sSfxEnemyBank, sSfxSystemBank, sSfxOcarinaBank, sSfxVoiceBank,
};
u8 sSfxBankSizes[ARRAY_COUNT(gSfxBanks)] = {
ARRAY_COUNT(sSfxPlayerBank), ARRAY_COUNT(sSfxItemBank), ARRAY_COUNT(sSfxEnvironmentBank),
ARRAY_COUNT(sSfxEnemyBank), ARRAY_COUNT(sSfxSystemBank), ARRAY_COUNT(sSfxOcarinaBank),
ARRAY_COUNT(sSfxVoiceBank),
};
u8 gSfxChannelLayout = 0;
u16 sSfxChannelLowVolumeFlag = 0;
// The center of the screen in projected coordinates.
// Gives the impression that the sfx has no specific location
Vec3f gSfxDefaultPos = { 0.0f, 0.0f, 0.0f };
// Reused as either frequency or volume multiplicative scaling factor
// Does not alter or change frequency or volume
f32 gSfxDefaultFreqAndVolScale = 1.0f;
s32 D_801DB4B4 = 0; // unused
// Adds no reverb to the existing reverb
s8 gSfxDefaultReverb = 0;
void AudioSfx_MuteBanks(u16 muteMask) {
u8 bankId;
for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) {
if (muteMask & 1) {
gSfxBankMuted[bankId] = true;
} else {
gSfxBankMuted[bankId] = false;
}
muteMask = muteMask >> 1;
}
}
/**
* Lowers volumes of both bgm players so that sfx can be more pronounced.
* Each sfx channel stores its own bit to lower the volume.
* Only a single channel needs to request this to lower the volume.
*/
void AudioSfx_LowerBgmVolume(u8 channelIndex) {
sSfxChannelLowVolumeFlag |= (1 << channelIndex);
AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_MAIN, VOL_SCALE_INDEX_SFX, 0x40, 0xF);
AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_SUB, VOL_SCALE_INDEX_SFX, 0x40, 0xF);
}
/**
* Clears the flag for the specific channel to lower volume.
* If all flags are cleared, then both bgm players return to full volume
*/
void AudioSfx_RestoreBgmVolume(u8 channelIndex) {
sSfxChannelLowVolumeFlag &= ((1 << channelIndex) ^ 0xFFFF);
if (sSfxChannelLowVolumeFlag == 0) {
AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_MAIN, VOL_SCALE_INDEX_SFX, 0x7F, 0xF);
AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_SUB, VOL_SCALE_INDEX_SFX, 0x7F, 0xF);
}
}
/**
* The main function to request a sfx. All sfx requests begin here.
*/
void AudioSfx_PlaySfx(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* volume, s8* reverbAdd) {
u8 i;
SfxRequest* reqWrite;
SfxRequest* reqRead;
if (!gSfxBankMuted[SFX_BANK_SHIFT(sfxId)]) {
reqWrite = &sSfxRequests[sSfxRequestWriteIndex];
for (i = sSfxRequestReadIndex; sSfxRequestWriteIndex != i; i++) {
reqRead = &sSfxRequests[i];
if ((reqRead->pos == pos) && (reqRead->sfxId == sfxId)) {
return;
}
}
reqWrite->sfxId = sfxId;
reqWrite->pos = pos;
reqWrite->token = token;
reqWrite->freqScale = freqScale;
reqWrite->volume = volume;
reqWrite->reverbAdd = reverbAdd;
sSfxRequestWriteIndex++;
}
}
void AudioSfx_RemoveMatchingRequests(u8 aspect, SfxBankEntry* entry) {
SfxRequest* req;
s32 remove;
u8 i = sSfxRequestReadIndex;
for (; i != sSfxRequestWriteIndex; i++) {
remove = false;
req = &sSfxRequests[i];
switch (aspect) {
case SFX_RM_REQ_BY_BANK:
if (SFX_BANK_MASK(req->sfxId) == SFX_BANK_MASK(entry->sfxId)) {
remove = true;
}
break;
case SFX_RM_REQ_BY_POS_AND_BANK:
if ((SFX_BANK_MASK(req->sfxId) == SFX_BANK_MASK(entry->sfxId)) && (&req->pos->x == entry->posX)) {
remove = true;
}
break;
case SFX_RM_REQ_BY_POS:
if (&req->pos->x == entry->posX) {
remove = true;
}
break;
case SFX_RM_REQ_BY_POS_AND_ID:
if ((&req->pos->x == entry->posX) && (req->sfxId == entry->sfxId)) {
remove = true;
}
break;
case SFX_RM_REQ_BY_TOKEN_AND_ID:
if ((req->token == entry->token) && (req->sfxId == entry->sfxId)) {
remove = true;
}
break;
case SFX_RM_REQ_BY_ID:
if (req->sfxId == entry->sfxId) {
remove = true;
}
break;
default:
break;
}
if (remove) {
req->sfxId = 0;
}
}
}
void AudioSfx_ProcessRequest(void) {
u16 sfxId;
u8 channelCount;
u8 index;
SfxRequest* req = &sSfxRequests[sSfxRequestReadIndex];
SfxBankEntry* entry;
SfxParams* sfxParams;
s32 bankId;
u8 evictImportance;
u8 evictIndex = 0x80;
if (req->sfxId == 0) {
return;
}
bankId = SFX_BANK(req->sfxId);
channelCount = 0;
index = gSfxBanks[bankId][0].next;
// Compare the sfx request to all sfx bank entries
while ((index != 0xFF) && (index != 0)) {
// If an existing sfx from the same source exists in the bank, then we should either:
// renew if it is the same sfx, check if any sfx channels are available for that bank,
// interrupt that sfx and replace it with the new sfx request, or drop the new sfx request.
if (gSfxBanks[bankId][index].posX == &req->pos->x) {
// If the new sfx has equal importance to the existing sfx,
// drop the request if the existing sfx has the "SFX_FLAG_BLOCK_EQUAL_IMPORTANCE" flag.
// Otherwise, keep processing the new sfx request
if ((gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].params &
SFX_FLAG_BLOCK_EQUAL_IMPORTANCE) &&
(gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].importance ==
gSfxBanks[bankId][index].sfxImportance)) {
// Drop the new request
return;
}
if (gSfxBanks[bankId][index].sfxId == req->sfxId) {
// The new sfx is the same as the existing sfx
// Set channelCount to max value to reprocess the sfx
channelCount = gUsedChannelsPerBank[gSfxChannelLayout][bankId];
} else {
// Determine which sfx to evict based on importance if there are no more channels available
if (channelCount == 0) {
// If this is the first sfx at the same source, than store the existing sfx info into evict temps
evictIndex = index;
sfxId = gSfxBanks[bankId][index].sfxId & 0xFFFF;
evictImportance = gSfxParams[SFX_BANK_SHIFT(sfxId)][SFX_INDEX(sfxId)].importance;
} else if (gSfxBanks[bankId][index].sfxImportance < evictImportance) {
// If a different existing sfx is at the same source, than update the evict temps if the next
// existing src has lower importance than the previous existing source
evictIndex = index;
sfxId = gSfxBanks[bankId][index].sfxId & 0xFFFF;
evictImportance = gSfxParams[SFX_BANK_SHIFT(sfxId)][SFX_INDEX(sfxId)].importance;
}
channelCount++;
// There are no channels available, evict the lowest importance
if (channelCount == gUsedChannelsPerBank[gSfxChannelLayout][bankId]) {
if (gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].importance >= evictImportance) {
index = evictIndex;
} else {
index = 0;
}
}
}
// Process this sfx by refreshing or replacing and existing sfx
if (channelCount == gUsedChannelsPerBank[gSfxChannelLayout][bankId]) {
sfxParams = &gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)];
// Interrupt existing sfx and play the new sfx instead.
if ((req->sfxId & SFX_FLAG_MASK) || (sfxParams->flags & SFX_FLAG2_FORCE_RESET) ||
(index == evictIndex)) {
// Restore bgm if the sfx about to be replaced has the right flag
if ((gSfxBanks[bankId][index].sfxParams & SFX_FLAG_LOWER_VOLUME_BGM) &&
(gSfxBanks[bankId][index].state != SFX_STATE_QUEUED)) {
AudioSfx_RestoreBgmVolume(gSfxBanks[bankId][index].channelIndex);
}
gSfxBanks[bankId][index].token = req->token;
gSfxBanks[bankId][index].sfxId = req->sfxId;
gSfxBanks[bankId][index].state = SFX_STATE_QUEUED;
gSfxBanks[bankId][index].freshness = 2;
gSfxBanks[bankId][index].freqScale = req->freqScale;
gSfxBanks[bankId][index].volume = req->volume;
gSfxBanks[bankId][index].reverbAdd = req->reverbAdd;
gSfxBanks[bankId][index].sfxParams = sfxParams->params;
gSfxBanks[bankId][index].sfxFlags = sfxParams->flags;
gSfxBanks[bankId][index].sfxImportance = sfxParams->importance;
} else if (gSfxBanks[bankId][index].state == SFX_STATE_PLAYING_ONE_FRAME) {
// The new sfx is "one-frame" and equals the existing sfx,
// continue playing the "one-frame" sfx by setting "SFX_STATE_PLAYING".
// This will avoid triggering deletion and get "SFX_STATE_REFRESH"
// The state will be set back to "SFX_STATE_PLAYING_ONE_FRAME" at the end of the cycle
gSfxBanks[bankId][index].state = SFX_STATE_PLAYING;
}
// Terminate loop, function is finished (nothing more is processed)
index = 0;
}
}
if (index != 0) {
index = gSfxBanks[bankId][index].next;
}
}
if ((gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].next != 0xFF) && (index != 0)) {
// Allocate from free list
index = sSfxBankFreeListStart[bankId];
entry = &gSfxBanks[bankId][index];
entry->posX = &req->pos->x;
entry->posY = &req->pos->y;
entry->posZ = &req->pos->z;
entry->token = req->token;
entry->freqScale = req->freqScale;
entry->volume = req->volume;
entry->reverbAdd = req->reverbAdd;
sfxParams = &gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)];
entry->sfxParams = sfxParams->params;
entry->sfxFlags = sfxParams->flags;
entry->sfxImportance = sfxParams->importance;
entry->sfxId = req->sfxId;
entry->state = SFX_STATE_QUEUED;
entry->freshness = 2;
entry->prev = sSfxBankListEnd[bankId];
gSfxBanks[bankId][sSfxBankListEnd[bankId]].next = sSfxBankFreeListStart[bankId];
sSfxBankListEnd[bankId] = sSfxBankFreeListStart[bankId];
sSfxBankFreeListStart[bankId] = gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].next;
gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].prev = 0xFF;
entry->next = 0xFF;
}
}
void AudioSfx_RemoveBankEntry(u8 bankId, u8 entryIndex) {
SfxBankEntry* entry = &gSfxBanks[bankId][entryIndex];
u8 i;
if (entry->sfxParams & SFX_FLAG_LOWER_VOLUME_BGM) {
AudioSfx_RestoreBgmVolume(entry->channelIndex);
}
if (entryIndex == sSfxBankListEnd[bankId]) {
sSfxBankListEnd[bankId] = entry->prev;
} else {
gSfxBanks[bankId][entry->next].prev = entry->prev;
}
gSfxBanks[bankId][entry->prev].next = entry->next;
entry->next = sSfxBankFreeListStart[bankId];
entry->prev = 0xFF;
gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].prev = entryIndex;
sSfxBankFreeListStart[bankId] = entryIndex;
entry->state = SFX_STATE_EMPTY;
for (i = 0; i < gChannelsPerBank[gSfxChannelLayout][bankId]; i++) {
if (gActiveSfx[bankId][i].entryIndex == entryIndex) {
gActiveSfx[bankId][i].entryIndex = 0xFF;
i = gChannelsPerBank[gSfxChannelLayout][bankId];
}
}
}
void AudioSfx_ChooseActiveSfx(u8 bankId) {
u8 numChosenSfx = 0;
u8 numChannels;
u8 entryIndex;
u8 i;
u8 j;
u8 k;
u8 sfxImportance;
u8 needNewSfx;
u8 chosenEntryIndex;
s32 pad;
SfxBankEntry* entry;
ActiveSfx chosenSfx[MAX_CHANNELS_PER_BANK];
ActiveSfx* activeSfx;
f32 entryPosY;
f32 entryPosX;
for (i = 0; i < MAX_CHANNELS_PER_BANK; i++) {
chosenSfx[i].priority = 0x7FFFFFFF;
chosenSfx[i].entryIndex = 0xFF;
}
entryIndex = gSfxBanks[bankId][0].next;
k = 0;
// Delete stale sfx and prioritize remaining sfx into the gActiveSfx arrays
while (entryIndex != 0xFF) {
// Update the freshness for an "all-frame" sfx if it is still queued
if ((gSfxBanks[bankId][entryIndex].state == SFX_STATE_QUEUED) &&
(gSfxBanks[bankId][entryIndex].sfxId & SFX_FLAG_MASK)) {
gSfxBanks[bankId][entryIndex].freshness--;
// If a "one-frame" sfx is still in "SFX_STATE_PLAYING_ONE_FRAME", then remove the sfx
} else if (!(gSfxBanks[bankId][entryIndex].sfxId & SFX_FLAG_MASK) &&
(gSfxBanks[bankId][entryIndex].state == SFX_STATE_PLAYING_ONE_FRAME)) {
// ioPort 0, force stop sfx in seq 0
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, gSfxBanks[bankId][entryIndex].channelIndex, 0, 0);
AudioSfx_RemoveBankEntry(bankId, entryIndex);
}
// If a "all-frame" sfx goes 2 frames in the "queued" state
// (because it is too low priority), then remove the sfx
if (gSfxBanks[bankId][entryIndex].freshness == 0) {
AudioSfx_RemoveBankEntry(bankId, entryIndex);
} else if (gSfxBanks[bankId][entryIndex].state != SFX_STATE_EMPTY) {
// process the entry
entry = &gSfxBanks[bankId][entryIndex];
// Recompute distSq each frame since the sound's position may have changed
// (later converted into dist)
if (&gSfxDefaultPos.x == entry[0].posX) {
entry->dist = 0.0f;
} else {
entryPosY = *entry->posY * 1;
entryPosX = *entry->posX * 0.5f;
entry->dist = (SQ(entryPosX) + SQ(entryPosY) + SQ(*entry->posZ)) / 10.0f;
}
// Recompute priority, possibly based on sfx position relative to the camera.
// (Note that the priority is the opposite of importance; lower is more preserved)
sfxImportance = entry->sfxImportance;
if (entry->sfxParams & SFX_FLAG_PRIORITY_NO_DIST) {
// Priority is independent of distance
entry->priority = SQ(0xFF - sfxImportance) * SQ(76);
} else {
// Priority value increases with distance (more likely to eject)
if (entry->dist > 0x7FFFFFD0) {
// max distance
entry->dist = 0x70000008;
}
entry->priority = (u32)entry->dist + (SQ(0xFF - sfxImportance) * SQ(76));
if (*entry->posZ < 0.0f) {
entry->priority += (s32)(-*entry->posZ * 6.0f);
}
}
// Sfx is too far away, do not consider for chosen sfx
if (entry->dist > SQ(1e5f)) {
// If too far away and also playing, stop playing
if (entry->state == SFX_STATE_PLAYING) {
// ioPort 0, force stop sfx in seq 0
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0);
if (entry->sfxId & SFX_FLAG_MASK) {
AudioSfx_RemoveBankEntry(bankId, entryIndex);
entryIndex = k;
}
}
} else {
// Loop through all channels allocated to a specific bank
// Choose which sfx from gSfxBanks to play
// This includes all sfx requests and sfx already playing
// Sort all current sfx entries in gSfxBanks by priority
// This is where the "active" sfx are chosen
numChannels = gChannelsPerBank[gSfxChannelLayout][bankId];
for (i = 0; i < numChannels; i++) {
// Sort all sfx entries by priority
if (chosenSfx[i].priority >= entry->priority) {
// Update the number of sfx to attampt to play
if (numChosenSfx < gChannelsPerBank[gSfxChannelLayout][bankId]) {
numChosenSfx++;
}
for (j = numChannels - 1; j > i; j--) {
chosenSfx[j].priority = chosenSfx[j - 1].priority;
chosenSfx[j].entryIndex = chosenSfx[j - 1].entryIndex;
}
chosenSfx[i].priority = entry->priority;
chosenSfx[i].entryIndex = entryIndex;
i = numChannels; // make this the last pass through the loop, here equivalent to "break"
}
}
}
k = entryIndex;
}
entryIndex = gSfxBanks[bankId][k].next;
}
// If a sfx is chosen, update its state
for (i = 0; i < numChosenSfx; i++) {
entry = &gSfxBanks[bankId][chosenSfx[i].entryIndex];
if (entry->state == SFX_STATE_QUEUED) {
// sfx is a new entry
entry->state = SFX_STATE_READY;
} else if (entry->state == SFX_STATE_PLAYING) {
// sfx is already playing
entry->state = SFX_STATE_PLAYING_REFRESH;
}
}
// Apply the chosenSfx to the activeSfx in each channel
numChannels = gChannelsPerBank[gSfxChannelLayout][bankId];
for (i = 0; i < numChannels; i++) {
needNewSfx = false;
activeSfx = &gActiveSfx[bankId][i];
// Check if a sfx is already in the channel
if (activeSfx->entryIndex == 0xFF) {
// No sfx playing in the channel
// Available for use
needNewSfx = true;
} else {
// The channel is already playing a sfx
// Get the entry of the sfx playing
entry = &gSfxBanks[bankId][activeSfx[0].entryIndex];
// Check the state of the sfx playing
if (entry->state == SFX_STATE_PLAYING) {
if (entry->sfxId & SFX_FLAG_MASK) {
// For "all-frames" sfx, remove the entry
AudioSfx_RemoveBankEntry(bankId, activeSfx->entryIndex);
} else {
// For "one-frame" sfx, reset the state to queued
entry->state = SFX_STATE_QUEUED;
entry->freshness = 0x80;
}
needNewSfx = true;
} else if (entry->state == SFX_STATE_EMPTY) {
// The sfx already in the channel is empty
// Can replace the sfx
activeSfx->entryIndex = 0xFF;
needNewSfx = true;
} else {
// Sfx is already playing as it should, nothing to do.
for (j = 0; j < numChannels; j++) {
if (activeSfx->entryIndex == chosenSfx[j].entryIndex) {
chosenSfx[j].entryIndex = 0xFF;
j = numChannels;
}
}
numChosenSfx--;
}
}
// enter the new sfx into the activeSfx
if (needNewSfx == true) {
for (j = 0; j < numChannels; j++) {
chosenEntryIndex = chosenSfx[j].entryIndex;
if ((chosenEntryIndex != 0xFF) &&
(gSfxBanks[bankId][chosenEntryIndex].state != SFX_STATE_PLAYING_REFRESH)) {
for (k = 0; k < numChannels; k++) {
if (chosenEntryIndex == gActiveSfx[bankId][k].entryIndex) {
needNewSfx = false;
k = numChannels; // "break; i.e. force for-loop to end"
}
}
if (needNewSfx == true) {
activeSfx->entryIndex = chosenEntryIndex;
chosenSfx[j].entryIndex = 0xFF;
j = numChannels + 1;
numChosenSfx--;
}
}
}
if (j == numChannels) {
// nothing found
activeSfx->entryIndex = 0xFF;
}
}
}
}
void AudioSfx_PlayActiveSfx(u8 bankId) {
u8 entryIndex;
SequenceChannel* channel;
SfxBankEntry* entry;
u8 i;
u8 ioPort5Data;
for (i = 0; i < gChannelsPerBank[gSfxChannelLayout][bankId]; i++) {
entryIndex = gActiveSfx[bankId][i].entryIndex;
// If entry is not empty
if (entryIndex != 0xFF) {
entry = &gSfxBanks[bankId][entryIndex];
channel = gAudioCtx.seqPlayers[SEQ_PLAYER_SFX].channels[sCurSfxPlayerChannelIndex];
if (entry->state == SFX_STATE_READY) {
// Initialize a sfx (new sfx request)
entry->channelIndex = sCurSfxPlayerChannelIndex;
if (entry->sfxParams & SFX_FLAG_LOWER_VOLUME_BGM) {
AudioSfx_LowerBgmVolume(sCurSfxPlayerChannelIndex);
}
// Add noise that will offset the frequency of the sfx
if ((entry->sfxParams & SFX_PARAM_RAND_FREQ_RAISE_MASK) != (0 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT)) {
switch (entry->sfxParams & SFX_PARAM_RAND_FREQ_RAISE_MASK) {
case (1 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT):
entry->randFreq = AudioThread_NextRandom() & 0xF;
break;
case (2 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT):
entry->randFreq = AudioThread_NextRandom() & 0x1F;
break;
case (3 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT):
entry->randFreq = AudioThread_NextRandom() & 0x3F;
break;
default:
entry->randFreq = 0;
break;
}
}
// Calculate all the properties of sfx
AudioSfx_SetProperties(bankId, entryIndex, sCurSfxPlayerChannelIndex);
// ioPort 0, enable the sfx to play in `NA_BGM_GENERAL_SFX`
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, sCurSfxPlayerChannelIndex, 0, 1);
// ioPort 4, write the lower bits sfx index for `NA_BGM_GENERAL_SFX` to find the right code to execute
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, sCurSfxPlayerChannelIndex, 4, entry->sfxId & 0xFF);
// If the sfx bank has more than 255 entries (greater than a u8 can store),
// then store the Id in upper and lower bits
if (gIsLargeSfxBank[bankId]) {
// Store upper bits
ioPort5Data = ((u8)((entry->sfxId & 0x300) >> 7) + (u8)((entry->sfxId & 0xFF) >> 7));
} else {
ioPort5Data = 0;
}
if ((entry->sfxParams & SFX_FLAG_8) && (entry->freshness == 0x80)) {
ioPort5Data += 0x80;
}
if (D_801D6608[bankId]) {
// ioPort 5, write the upper bits sfx index and a flag for `NA_BGM_GENERAL_SFX`,
// for banks with > 0xFF entries
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, sCurSfxPlayerChannelIndex, 5, ioPort5Data);
}
// Update playing state
if (entry->sfxId & SFX_FLAG_MASK) {
// "all-frames" sfx
entry->state = SFX_STATE_PLAYING;
} else {
// "one-frame" sfx
entry->state = SFX_STATE_PLAYING_ONE_FRAME;
}
} else if ((u8)channel->seqScriptIO[1] == (u8)SEQ_IO_VAL_NONE) {
// Signal from seq 0 that the sfx is finished playing. Remove entry
AudioSfx_RemoveBankEntry(bankId, entryIndex);
} else if (entry->state == SFX_STATE_PLAYING_REFRESH) {
// Sfx is playing but a refresh is requested
AudioSfx_SetProperties(bankId, entryIndex, sCurSfxPlayerChannelIndex);
// Update playing state
if (entry->sfxId & SFX_FLAG_MASK) {
// "all-frames" sfx
entry->state = SFX_STATE_PLAYING;
} else {
// "one-frame" sfx
entry->state = SFX_STATE_PLAYING_ONE_FRAME;
}
}
}
sCurSfxPlayerChannelIndex++;
}
}
void AudioSfx_StopByBank(u8 bankId) {
SfxBankEntry* entry;
s32 pad;
SfxBankEntry entryToRemove;
u8 entryIndex = gSfxBanks[bankId][0].next;
while (entryIndex != 0xFF) {
entry = &gSfxBanks[bankId][entryIndex];
if (entry->state >= SFX_STATE_PLAYING_REFRESH) {
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0);
}
if (entry->state != SFX_STATE_EMPTY) {
AudioSfx_RemoveBankEntry(bankId, entryIndex);
}
entryIndex = gSfxBanks[bankId][0].next;
}
entryToRemove.sfxId = bankId << 12;
AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_BANK, &entryToRemove);
}
void AudioSfx_StopByPosAndBankImpl(u8 bankId, Vec3f* pos) {
SfxBankEntry* entry;
u8 entryIndex = gSfxBanks[bankId][0].next;
u8 prevEntryIndex = 0;
while (entryIndex != 0xFF) {
entry = &gSfxBanks[bankId][entryIndex];
if (entry->posX == &pos->x) {
if (entry->state >= SFX_STATE_PLAYING_REFRESH) {
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0);
}
if (entry->state != SFX_STATE_EMPTY) {
AudioSfx_RemoveBankEntry(bankId, entryIndex);
}
} else {
prevEntryIndex = entryIndex;
}
entryIndex = gSfxBanks[bankId][prevEntryIndex].next;
}
}
void AudioSfx_StopByPosAndBank(u8 bankId, Vec3f* pos) {
SfxBankEntry entryToRemove;
AudioSfx_StopByPosAndBankImpl(bankId, pos);
entryToRemove.sfxId = bankId << 12;
entryToRemove.posX = &pos->x;
AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_POS_AND_BANK, &entryToRemove);
}
void AudioSfx_StopByPos(Vec3f* pos) {
u8 bankId;
SfxBankEntry entryToRemove;
for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) {
AudioSfx_StopByPosAndBankImpl(bankId, pos);
}
entryToRemove.posX = &pos->x;
AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_POS, &entryToRemove);
}
void AudioSfx_StopByPosAndId(Vec3f* pos, u16 sfxId) {
SfxBankEntry* entry;
u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next;
u8 prevEntryIndex = 0;
SfxBankEntry entryToRemove;
while (entryIndex != 0xFF) {
entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex];
if ((entry->posX == &pos->x) && (entry->sfxId == sfxId)) {
if (entry->state >= SFX_STATE_PLAYING_REFRESH) {
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0);
}
if (entry->state != SFX_STATE_EMPTY) {
AudioSfx_RemoveBankEntry(SFX_BANK(sfxId), entryIndex);
}
entryIndex = 0xFF;
} else {
prevEntryIndex = entryIndex;
}
if (entryIndex != 0xFF) {
entryIndex = gSfxBanks[SFX_BANK(sfxId)][prevEntryIndex].next;
}
}
entryToRemove.posX = &pos->x;
entryToRemove.sfxId = sfxId;
AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_POS_AND_ID, &entryToRemove);
}
void AudioSfx_StopByTokenAndId(u8 token, u16 sfxId) {
SfxBankEntry* entry;
u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next;
u8 prevEntryIndex = 0;
SfxBankEntry entryToRemove;
while (entryIndex != 0xFF) {
entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex];
if ((entry->token == token) && (entry->sfxId == sfxId)) {
if (entry->state >= SFX_STATE_PLAYING_REFRESH) {
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0);
}
if (entry->state != SFX_STATE_EMPTY) {
AudioSfx_RemoveBankEntry(SFX_BANK(sfxId), entryIndex);
}
} else {
prevEntryIndex = entryIndex;
}
if (entryIndex != 0xFF) {
entryIndex = gSfxBanks[SFX_BANK(sfxId)][prevEntryIndex].next;
}
}
entryToRemove.token = token;
entryToRemove.sfxId = sfxId;
AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_TOKEN_AND_ID, &entryToRemove);
}
void AudioSfx_StopById(u32 sfxId) {
SfxBankEntry* entry;
u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next;
u8 prevEntryIndex = 0;
SfxBankEntry entryToRemove;
while (entryIndex != 0xFF) {
entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex];
if (entry->sfxId == sfxId) {
if (entry->state >= SFX_STATE_PLAYING_REFRESH) {
AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0);
}
if (entry->state != SFX_STATE_EMPTY) {
AudioSfx_RemoveBankEntry(SFX_BANK(sfxId), entryIndex);
}
} else {
prevEntryIndex = entryIndex;
}
entryIndex = gSfxBanks[SFX_BANK(sfxId)][prevEntryIndex].next;
}
entryToRemove.sfxId = sfxId;
AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_ID, &entryToRemove);
}
void AudioSfx_ProcessRequests(void) {
if (gAudioCtx.seqPlayers[SEQ_PLAYER_SFX].enabled) {
while (sSfxRequestWriteIndex != sSfxRequestReadIndex) {
AudioSfx_ProcessRequest();
sSfxRequestReadIndex++;
}
}
}
/**
* Unused
*/
void AudioSfx_SetBankLerp(u8 bankId, u8 target, u16 delay) {
if (delay == 0) {
delay++;
}
sSfxBankLerp[bankId].target = target / 127.0f;
sSfxBankLerp[bankId].remainingFrames = delay;
sSfxBankLerp[bankId].step = ((sSfxBankLerp[bankId].value - sSfxBankLerp[bankId].target) / delay);
}
/**
* Unused
*/
void AudioSfx_StepBankLerp(u8 bankId) {
if (sSfxBankLerp[bankId].remainingFrames != 0) {
sSfxBankLerp[bankId].remainingFrames--;
if (sSfxBankLerp[bankId].remainingFrames != 0) {
sSfxBankLerp[bankId].value -= sSfxBankLerp[bankId].step;
} else {
sSfxBankLerp[bankId].value = sSfxBankLerp[bankId].target;
}
}
}
void AudioSfx_ProcessActiveSfx(void) {
u8 bankId;
if (gAudioCtx.seqPlayers[SEQ_PLAYER_SFX].enabled) {
sCurSfxPlayerChannelIndex = 0;
for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) {
AudioSfx_ChooseActiveSfx(bankId);
AudioSfx_PlayActiveSfx(bankId);
AudioSfx_StepBankLerp(bankId);
}
}
}
u8 AudioSfx_IsPlaying(u32 sfxId) {
SfxBankEntry* entry;
u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next;
while (entryIndex != 0xFF) {
entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex];
if (entry->sfxId == sfxId) {
return true;
}
entryIndex = entry->next;
}
return false;
}
void AudioSfx_Reset(void) {
u8 bankId;
u8 i;
u8 entryIndex;
sSfxRequestWriteIndex = 0;
sSfxRequestReadIndex = 0;
sSfxChannelLowVolumeFlag = 0;
for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) {
sSfxBankListEnd[bankId] = 0;
sSfxBankFreeListStart[bankId] = 1;
sSfxBankUnused[bankId] = 0;
gSfxBankMuted[bankId] = false;
sSfxBankLerp[bankId].value = 1.0f;
sSfxBankLerp[bankId].remainingFrames = 0;
}
for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) {
for (i = 0; i < MAX_CHANNELS_PER_BANK; i++) {
gActiveSfx[bankId][i].entryIndex = 0xFF;
}
}
for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) {
gSfxBanks[bankId][0].prev = 0xFF;
gSfxBanks[bankId][0].next = 0xFF;
for (i = 1; i < sSfxBankSizes[bankId] - 1; i++) {
gSfxBanks[bankId][i].prev = i - 1;
gSfxBanks[bankId][i].next = i + 1;
}
gSfxBanks[bankId][i].prev = i - 1;
gSfxBanks[bankId][i].next = 0xFF;
}
}