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https://github.com/zeldaret/ss
synced 2026-05-31 01:15:38 -04:00
d_snd_bgm_sound_battle OK
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@@ -15,6 +15,10 @@
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* G3-C4-E4-G4-B4-C5-E5-G5-B5-C6-E6-G6
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* B3 is missing, possibly to prevent dissonance at the ends of the scale.
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* (Sealed Grounds, before Demise fight, no actual BGM)
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*
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* TODO: This deals with slightly more than the harp. It additionally
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* also deals with the combat hit sounds that also seem to match up in
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* pitch with the BGM.
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*/
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/**
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@@ -100,7 +100,7 @@ private:
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bool prepareBgmSound(u32 soundId, dSndBgmSound_c *handle, u32 startOffset);
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bool startAdditionalBgm(u32 soundId);
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bool playBattleBgm(u32 soundId, bool immediately);
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bool playBattleBgm(u32 soundId, bool intense);
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/** Used to mute other BGM when battle music is playing */
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void setBgmHandleIdxVolume(u32 handleIdx, f32 volume, s32 fadeFrames);
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@@ -6,9 +6,9 @@
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struct dSndBgmSeqConfig {
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/* 0x00 */ u32 soundId;
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/* 0x04 */ s32 field_0x04;
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/* 0x08 */ s32 field_0x08;
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/* 0x0C */ u16 field_0x0C;
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/* 0x0E */ u16 field_0x0E;
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/* 0x08 */ s32 mTimebase;
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/* 0x0C */ u16 mLoopStart;
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/* 0x0E */ u16 mLoopEnd;
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static const dSndBgmSeqConfig *getConfig(u32 soundId, s32 unkParam);
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@@ -77,8 +77,8 @@ protected:
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/* 0x108 */ s32 mSeqTempo;
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/* 0x10C */ u32 mBgmFlags;
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/* 0x110 */ bool mDidRewindPlaySamplePosition;
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/* 0x114 */ s32 field_0x114;
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/* 0x118 */ s32 field_0x118;
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/* 0x114 */ s32 mBgmVar3;
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/* 0x118 */ s32 mSeqTimebase;
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/* 0x11C */ u32 mPlaySamplePosition;
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/* 0x120 */ dSndBgmSoundHarpMgr_c mHarpMgr;
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/* 0x140 */ dSndBgmSoundHarpMgr_c *mpHarpMgr;
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@@ -20,10 +20,19 @@ public:
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virtual void calcSeqPlaySamplePosition() override; // vt 0x3C
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virtual void loadCallbacks(u32 soundId) override; // vt 0x40
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/**
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* Called when the player is even closer to an enemy.
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* Adds some more instruments to the battle sound.
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*/
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bool startMainBattleLoop();
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private:
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void setTrackGroupMuted(u32 groupId);
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void setTrackGroupUnmuted(u32 groupId);
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/* 0x184 */ const dSndBgmBattleConfig *mpBgmBattleConfig;
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/* 0x188 */ u32 mMuteApplyStateMask;
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/* 0x18C */ u32 mTickRelated;
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/* 0x188 */ u32 mMuteGroupActiveMask;
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/* 0x18C */ u32 mPrevTick;
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/* 0x190 */ u8 field_0x190;
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/* 0x191 */ u8 field_0x191;
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};
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