diff options
Diffstat (limited to 'soh/src/code/code_800EC960.c')
| -rw-r--r-- | soh/src/code/code_800EC960.c | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/soh/src/code/code_800EC960.c b/soh/src/code/code_800EC960.c index f7d073a8d..f5f1b980e 100644 --- a/soh/src/code/code_800EC960.c +++ b/soh/src/code/code_800EC960.c @@ -1246,6 +1246,7 @@ void Audio_StepFreqLerp(FreqLerp* lerp); void func_800F56A8(void); void Audio_PlayNatureAmbienceSequence(u8 natureAmbienceId); s32 Audio_SetGanonDistVol(u8 targetVol); +void Audio_PlayFanfare_Rando(GetItemEntry getItem); // Right stick as virtual C buttons #define RSTICK_UP 0x100000 @@ -3954,6 +3955,58 @@ void Audio_ResetSfxChannelState(void) { sAudioCodeReverb = 0; } +// Function to play "get-item" fanfares according to the type of item obtained (used in rando) +// Longer fanfares for medallions/stones/songs are behind the Cvar +void Audio_PlayFanfare_Rando(GetItemEntry getItem) { + s32 temp1; + s16 getItemId = getItem.getItemId; + s16 itemId = getItem.itemId; + + if (getItem.modIndex == MOD_NONE) { + if (((itemId >= ITEM_RUPEE_GREEN) && (itemId <= ITEM_RUPEE_GOLD)) || (itemId == ITEM_HEART)) { + Audio_PlaySoundGeneral(NA_SE_SY_GET_BOXITEM, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); + } else { + if (itemId == ITEM_HEART_CONTAINER || + ((itemId == ITEM_HEART_PIECE_2) && ((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000))) { + temp1 = NA_BGM_HEART_GET | 0x900; + } else { + temp1 = (itemId == ITEM_HEART_PIECE_2) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900; + } + // If we get a skulltula token or the "WINNER" heart, play "get small item" + // Also make sure "WINNER" heart is not the 4th heart piece. + if (itemId == ITEM_SKULL_TOKEN || (getItemId == GI_HEART_PIECE_WIN && itemId == ITEM_HEART_PIECE_2 && + (gSaveContext.inventory.questItems & 0xF0000000) != 0x40000000)) { + temp1 = NA_BGM_SMALL_ITEM_GET | 0x900; + } + // If the setting is toggled on and we get special quest items (longer fanfares): + if (CVar_GetS32("gRandoQuestItemFanfares", 0) != 0) { + // If we get a medallion, play the "get a medallion" fanfare + if ((itemId >= ITEM_MEDALLION_FOREST) && (itemId <= ITEM_MEDALLION_LIGHT)) { + temp1 = NA_BGM_MEDALLION_GET | 0x900; + } + // If it's a Spiritual Stone, play the "get a spiritual stone" fanfare + if ((itemId >= ITEM_KOKIRI_EMERALD) && (itemId <= ITEM_ZORA_SAPPHIRE)) { + temp1 = NA_BGM_SPIRITUAL_STONE | 0x900; + } + // If the item we're getting is a song, play the "learned a song" fanfare + if ((itemId >= ITEM_SONG_MINUET) && (itemId <= ITEM_SONG_STORMS)) { + temp1 = NA_BGM_OCA_FAIRY_GET | 0x900; + } + } + Audio_PlayFanfare(temp1); + } + } else if (getItem.modIndex == MOD_RANDOMIZER) { + if ((itemId >= RG_BOTTLE_WITH_RED_POTION && itemId <= RG_BOTTLE_WITH_BIG_POE) || + (itemId >= RG_DEKU_TREE_MAP && itemId <= RG_GANONS_CASTLE_SMALL_KEY)) { + temp1 = NA_BGM_ITEM_GET | 0x900; + } else { + // Just in case nothing else matches. + temp1 = NA_BGM_ITEM_GET | 0x900; + } + Audio_PlayFanfare(temp1); + } +} + void func_800F3F3C(u8 arg0) { if (gSoundBankMuted[0] != 1) { Audio_StartSeq(SEQ_PLAYER_BGM_SUB, 0, NA_BGM_VARIOUS_SFX); |
