mirror of
https://github.com/zeldaret/ss
synced 2026-07-11 06:45:20 -04:00
More sound effects and splits
This commit is contained in:
@@ -4,7 +4,6 @@
|
||||
#include "d/snd/d_snd_3d_engine.h"
|
||||
#include "d/snd/d_snd_util.h"
|
||||
#include "egg/gfx/eggCamera.h"
|
||||
#include "m/m_vec.h"
|
||||
#include "nw4r/math/math_types.h"
|
||||
#include "nw4r/snd/snd_Sound3DListener.h"
|
||||
#include "nw4r/snd/snd_Sound3DManager.h"
|
||||
@@ -28,11 +27,11 @@ public:
|
||||
return mManager;
|
||||
}
|
||||
|
||||
const mVec3_c &getCameraTargetPos() const {
|
||||
const nw4r::math::VEC3 &getCameraTargetPos() const {
|
||||
return mCameraTargetPosition;
|
||||
}
|
||||
|
||||
const mVec3_c &getNrmCameraDirection() const {
|
||||
const nw4r::math::VEC3 &getNrmCameraDirection() const {
|
||||
return mCameraDirectionNormalized;
|
||||
}
|
||||
|
||||
@@ -52,8 +51,8 @@ private:
|
||||
/* 0x018 */ nw4r::snd::Sound3DManager mManager;
|
||||
/* 0x044 */ nw4r::snd::Sound3DListener mListener;
|
||||
/* 0xB0 */ EGG::LookAtCamera mCamera;
|
||||
/* 0x138 */ mVec3_c mCameraDirectionNormalized;
|
||||
/* 0x144 */ mVec3_c mCameraTargetPosition;
|
||||
/* 0x138 */ nw4r::math::VEC3 mCameraDirectionNormalized;
|
||||
/* 0x144 */ nw4r::math::VEC3 mCameraTargetPosition;
|
||||
/* 0x150 */ f32 mCameraPosSqVelocity;
|
||||
/* 0x154 */ f32 mCameraAtSqVelocity;
|
||||
/* 0x158 */ f32 mCamDistance;
|
||||
|
||||
@@ -4,9 +4,9 @@
|
||||
#include "d/snd/d_snd_source.h"
|
||||
#include "d/snd/d_snd_util.h"
|
||||
#include "d/snd/d_snd_wzsound.h" // IWYU pragma: export
|
||||
#include "nw4r/math/math_types.h"
|
||||
#include "nw4r/snd/snd_SoundHandle.h"
|
||||
|
||||
|
||||
SND_DISPOSER_FORWARD_DECL(dSndSmallEffectMgr_c);
|
||||
|
||||
/**
|
||||
@@ -35,18 +35,29 @@ public:
|
||||
// used for clawshots cursor, pan depends on where on the screen
|
||||
// your cursor is when it activates
|
||||
bool playSoundWithPan(u32 soundId, f32 pan);
|
||||
void holdSoundWithPitch(u32 soundId, f32 pitch);
|
||||
bool playSkbSound(u32 soundId);
|
||||
bool holdSound(u32 soundId);
|
||||
bool holdSoundWithPitch(u32 soundId, f32 pitch);
|
||||
|
||||
// These two do the exact same thing
|
||||
bool playSoundAtPosition(u32 soundId, const nw4r::math::VEC3 *position);
|
||||
bool playSoundAtPosition2(u32 soundId, const nw4r::math::VEC3 *position);
|
||||
|
||||
bool holdBowChargeSound(f32 remainingChargeAmount);
|
||||
bool holdFinisherPromptSound(const nw4r::math::VEC3 *position);
|
||||
|
||||
bool playDowsingPingSound(f32 volume, f32 pitch);
|
||||
bool holdDowsingNearestSound();
|
||||
|
||||
bool playSkbSound(u32 soundId);
|
||||
|
||||
bool playButtonPressSoundWhenAdvancingTextBoxes(f32);
|
||||
void resetButtonPressSound();
|
||||
void setButtonPressSound(dSoundSource_c *source);
|
||||
|
||||
void playSound(u32 soundId, nw4r::snd::SoundHandle *handle);
|
||||
bool playBattleHitSound(BattleHitSound_e type, dSoundSource_c *source);
|
||||
|
||||
private:
|
||||
bool playSoundInternal(u32 soundId, nw4r::snd::SoundHandle *handle);
|
||||
bool playSoundInternalChecked(u32 soundId, nw4r::snd::SoundHandle *handle);
|
||||
bool playSoundInternal(u32 soundId);
|
||||
void stopSounds(u32 playerIdx, u32 soundId, s32 fadeFrames);
|
||||
void stopSounds(u32 soundId, s32 fadeFrames);
|
||||
@@ -59,11 +70,12 @@ private:
|
||||
* or stops a lower-priority sound if needed and possible.
|
||||
*/
|
||||
nw4r::snd::SoundHandle *getHoldSoundHandle(u32 soundId);
|
||||
bool holdSound(u32 soundId, nw4r::snd::SoundHandle *handle);
|
||||
|
||||
/* 0x10 */ s32 field_0x10;
|
||||
// used for most sounds
|
||||
/* 0x14 */ nw4r::snd::SoundHandle mNormalSound;
|
||||
/* 0x18 */ nw4r::snd::SoundHandle mHandle3;
|
||||
/* 0x18 */ nw4r::snd::SoundHandle mDowsingSoundHandle;
|
||||
/* 0x1C */ nw4r::snd::SoundHandle mHoldSoundHandles[NUM_HOLD_SOUNDS];
|
||||
|
||||
/* 0x28 */ u32 mDelayedSoundIds[NUM_DELAYED_SOUNDS];
|
||||
|
||||
Reference in New Issue
Block a user