Files
mm/src/code/z_sound_source.c
T
engineer124 133e02a8a7 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
2022-01-11 00:27:36 +00:00

76 lines
2.5 KiB
C

#include "global.h"
void SoundSource_InitAll(GlobalContext* globalCtx) {
SoundSource* sources = &globalCtx->soundSources[0];
s32 i;
// clang-format off
for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) { sources[i].countdown = 0; }
// clang-format on
}
void SoundSource_UpdateAll(GlobalContext* globalCtx) {
SoundSource* source = &globalCtx->soundSources[0];
s32 i;
for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) {
if (source->countdown != 0) {
if (DECR(source->countdown) == 0) {
Audio_StopSfxByPos(&source->projectedPos);
} else {
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
if (source->playSfxEachFrame) {
Audio_PlaySfxAtPos(&source->projectedPos, source->sfxId);
}
}
}
source++;
}
}
void SoundSource_Add(GlobalContext* globalCtx, Vec3f* worldPos, u32 duration, u16 sfxId, u32 playSfxEachFrame) {
s32 countdown;
SoundSource* source;
s32 smallestCountdown = 0xFFFF;
SoundSource* backupSource = NULL;
s32 i;
source = &globalCtx->soundSources[0];
for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) {
if (source->countdown == 0) {
break;
}
// Store the sound source with the smallest remaining countdown
countdown = source->countdown;
if (countdown < smallestCountdown) {
smallestCountdown = countdown;
backupSource = source;
}
source++;
}
// If no sound source is available, replace the sound source with the smallest remaining countdown
if (i >= ARRAY_COUNT(globalCtx->soundSources)) {
source = backupSource;
Audio_StopSfxByPos(&source->projectedPos);
}
source->worldPos = *worldPos;
source->countdown = duration;
source->playSfxEachFrame = playSfxEachFrame;
source->sfxId = sfxId;
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
Audio_PlaySfxAtPos(&source->projectedPos, sfxId);
}
void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPos, u32 duration, u16 sfxId) {
SoundSource_Add(globalCtx, worldPos, duration, sfxId, false);
}
void SoundSource_PlaySfxEachFrameAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPos, u32 duration, u16 sfxId) {
SoundSource_Add(globalCtx, worldPos, duration, sfxId, true);
}