mirror of
https://github.com/zeldaret/ss
synced 2026-07-02 20:15:56 -04:00
130 lines
3.5 KiB
C++
130 lines
3.5 KiB
C++
/* Only implemented to the extent necessary to match data sections. */
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#include "nw4r/snd/snd_AnimSoundReader.h"
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#include "nw4r/snd/snd_BasicSound.h"
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#include "nw4r/snd/snd_SoundHandle.h"
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#include "nw4r/snd/snd_SoundStartable.h"
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// Class and non-inlined function names from InazumaWii
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// Names of automatically inlined functions from BBA
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namespace nw4r {
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namespace snd {
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namespace detail {
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class AnimEventPlayer {
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public:
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AnimEventPlayer();
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~AnimEventPlayer();
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SoundHandle *GetHandle() {
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return &mHandle;
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}
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bool IsAttachedSound() const {
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return mHandle.IsAttachedSound();
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}
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bool IsCurrentEvent(const AnimEvent *event) const {
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return event == mpEvent;
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}
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int GetPriority() const {
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if (!IsAttachedSound()) {
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return 0;
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}
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return mHandle.detail_GetAttachedSound()->GetPriority();
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}
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bool IsRunning() const {
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return mIsRunning;
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}
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void UpdateFrame();
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void ForceStop();
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void StopEvent(const AnimEvent *event) {
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if (mpEvent == event) {
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ForceStop();
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}
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}
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void SetVolume(f32 volume) {
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if (IsAttachedSound()) {
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mHandle.detail_GetAttachedSound()->SetVolume(volume, 0);
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}
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}
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void SetPitch(f32 pitch) {
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if (IsAttachedSound()) {
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mHandle.detail_GetAttachedSound()->SetPitch(pitch);
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}
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}
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void StartEvent(const AnimEvent *event, SoundStartable *startable, bool b);
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void HoldEvent(const AnimEvent *event, SoundStartable *startable, bool b);
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// Not sure about these, this could be related to
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// InitParam__Q44nw4r3snd6detail15AnimEventPlayerFPCQ44nw4r3snd6detail9AnimEventb
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// from BBA, but SetVariable is almost certainly an inline (duplicated code)
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// but the float argument is read from AnimSoundImpl so something seems to have
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// changed.
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void SetVolumePitch(const AnimEvent *event, bool b);
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void SetVariable(const AnimEvent *event, u32 varNo, f32 f);
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private:
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SoundHandle mHandle; // at 0x00
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const AnimEvent *mpEvent; // at 0x04
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bool mIsRunning; // at 0x08
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};
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class AnimSoundImpl {
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public:
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enum PlayDirection {
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FORWARD,
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BACKWARD,
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};
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AnimSoundImpl(SoundStartable &startable, AnimEventPlayer *player, int);
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~AnimSoundImpl();
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bool Setup(const void *data);
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void Shutdown();
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void ResetFrame(f32, int);
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void UpdateFrame(f32 frame, PlayDirection dir);
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void UpdateForward(f32 frame);
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void UpdateBackward(f32 frame);
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void UpdateOneFrame(s32 duration, PlayDirection direction);
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void UpdateTrigger(const AnimEventRef *, s32, PlayDirection);
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void UpdateForwardRange(const AnimEventRef *, s32);
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void UpdateBackwardRange(const AnimEventRef *, s32);
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void StartEvent(const AnimEvent *, bool);
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void HoldEvent(const AnimEvent *, bool);
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void StopEvent(const AnimEvent *);
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bool IsPlayableLoopCount(const nw4r::snd::detail::AnimEventFrameInfo&);
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typedef void (*Callback)(int, s32, const char *, UNKWORD, UNKWORD);
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private:
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/* 0x00 */ SoundStartable &mStartable;
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/* 0x04 */ AnimSoundFileReader mReader;
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/* 0x0C */ f32 field_0x0C;
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/* 0x10 */ AnimEventPlayer *mpSounds;
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/* 0x14 */ int mNumSounds;
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/* 0x18 */ bool mIsActive;
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/* 0x19 */ u8 field_0x19;
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/* 0x1A */ u8 field_0x1A;
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/* 0x1C */ UNKWORD field_0x1C;
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/* 0x20 */ Callback mCallback;
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/* 0x24 */ UNKWORD field_0x24;
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/* 0x28 */ f32 field_0x28;
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/* 0x2C */ f32 mVariableValue;
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};
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} // namespace detail
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} // namespace snd
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} // namespace nw4r
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