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path: root/soh/src/code/audio_load.c
AgeCommit message (Collapse)Author
2025-04-01Apply clang-format to files (#5273)Archez
2024-11-19OTRGlobals cleanup (#4251)Pepe20129
* Remove unused headers * Move all "ResourceMgr_" functions to a new file * Don't transitively include SaveManager * Move cvar prefixes to a new header * Add missing includes * Update OTRGlobals.cpp * Fix build * Address review * Fix some of the errors * Update gameplaystats.h * Update z_en_in.c * Hopefully fix the linux issues * Fix Linux issues for real this time, I checked * Update ResourceManagerHelpers.cpp * Update z_obj_mure2.c * Post-merge fixes * Fix build (hopefully) * Post-merge fixes * Update z_file_nameset_PAL.c * cleanup some unnecessary headers (#7) --------- Co-authored-by: Archez <Archez@users.noreply.github.com>
2024-04-22support lus gameoverlay changes (and bump LUS) (#4067)briaguya
2023-09-01Add scene table (#3131)Pepe20129
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
2023-08-30fix audio crash when trying to detect BGM_DISABLED (#3150)Adam Bird
2023-06-27Add an error for implicit functions (#3017)louist103
* Add the flag and fix errors * switch assert and skin matrix * new LUS * Use normal assert * hopefully fix WiiU Signed-off-by: Louis <louist103@pop-os.localdomain> --------- Signed-off-by: Louis <louist103@pop-os.localdomain> Co-authored-by: Louis <louist103@pop-os.localdomain> Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-03-31Fix Missing Custom Sequences (#2649)Malkierian
* Modifies custom sequence loading to bypass other sounds being loaded in AudioCollection to fix missing custom sequences on load. * Modified `audio_load`'s sequenceMap allocation to utilize `AudioCollection`'s sequenceMap size to account for all audio assets already loaded into that sequenceMap. This gives a non-arbitrary number in addition to the vanilla sequence count to allocate with for `audio_load`'s sequenceMap. Added `HasSequenceNum` to `AudioCollection` as well to streamline the check against `AudioCollection`'s sequenceMap to skip the non-sequence assets in there. Added clarification comment for seqNum and MAX_AUTHENTIC_SEQID section. * Clarified comment about AudioCollection seqNum and MAX_AUTHENTIC_SEQID. * A bit more on comment from the last commit.
2023-03-12Makes sequenceMap and seqLoadStatus a dynamic size (#2610)Christopher Leggett
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function.
2023-02-16don't show duped sequence names, don't repeat track intros on barinade (#2482)briaguya
* better fix for repeated sequence names, add delay to fix repeated bgm on barinade --------- Co-authored-by: briaguya <briaguya@alice>
2023-02-16exclude audio from shuffle (#2411)briaguya
* Rename "SFX Editor" to "Audio Editor" * Move some functionality out into a new class `AudioCollection` * Add a tab to exclude sfx/sequences from shuffle pool --------- Co-authored-by: briaguya <briaguya@alice> Co-authored-by: briaguya <briaguya> Co-authored-by: David Chavez <david@dcvz.io>
2023-01-20Enhancement: Adds Slider for Duration of Sequence Names on the Overlay (#2375)Christopher Leggett
* New function: overlay text duration in seconds. `Overlay_DisplayText` took a float as an argument, with no clear indication of what that float represented. That float also evaluates to different durations given different frame rates. However, since we know what the frame rate should be at any given time (since it's stored in a CVar) we can calculate what this duration should be based on the number of seconds we want the overlay to be displayed. That's what `Overlay_DisplayText_Seconds` does. * Adds Slider for Overlay Sequence Name Durations
2023-01-19Adds option for showing sequence names on the overlay (#2237)Christopher Leggett
* Adds option for showing sequence names on the overlay Allows sequences to appear on the overlay in the bottom right corner for a few seconds whenever a new one is loaded into the primary sequence player. This means it does not apply to fanfares or enemy bgm. Fanfares I chose not to display because it would cause a lot of text to display back to back in some areas, and enemy bgm would have some technical challenges with this due to the way it loads. Mainly because the Lost Woods music would load in Goron City the same way (as well as the opposite). * Fixes crash when a sequence without a name is attempted to be displayed. * Removes accidentally committed CMakeSettings.json * Updates CVar_GetS32 to CVarGetInteger
2023-01-17refactor: use LUS 1.0 RCbriaguya
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev>
2022-12-13Always use authentic cache policy for replaced seqs (#2176)Christopher Leggett
2022-12-09fix: prevent oob access of sequenceMap (#2123)briaguya
Co-authored-by: briaguya <briaguya@alice>
2022-12-08Custom Sequences (#2066)Christopher Leggett
* Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-07-11Removed legacy audio mode and fixed ganon sound bug (#657)Nicholas Estelami
2022-07-05Use Macro for __FILE__ & __LINE__ when possible (#559)Baoulettes
* First batch some overlay * Almost all overlay * effect & gamestate * kaleido stuffs * more overlay * more left over from code folder * remaining hardcoded line and file * Open & Close _DISP __FILE__ & __LINE__ clean up * Some if (1) {} remove * LOG_xxxx __FILE__ , __LINE__ cleaned * ASSERT macro __FILE__ __LINE__ * mtx without line/file in functions * " if (1) {} " & "if (0) {}" and tab/white place * LogUtils as macro * GameState_, GameAlloc_, SystemArena_ & ZeldaArena_ * Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_" This reverts commit 0d85caaf7e342648c01a15fe21e93637352dc596. * Like last commit but as macro * Fix matrix not using macros * use function not macro * DebugArena_* functions GameAlloc_MallocDebug BgCheck_PosErrorCheck as macros removed issues with ; in macro file
2022-07-04Fix audio, boot commands, and save staes.louist103
2022-06-20Update soh/src/code/audio_load.cKenix3
2022-06-17Merge branch 'develop' into z64-devmergebriaguya
2022-06-16Merge branch 'zapd_audio_support' into zelda64Kevin Alexis Contreras
2022-06-16Fixed StormLib Forward Slash BackSlash issuesNicholas Estelami
2022-06-16Added names for the soundfonts.Nicholas Estelami
2022-06-16Fixed resample and corrupt audio bug. Minor documentation updates.Nicholas Estelami
2022-06-16Audio support nearly complete.Nicholas Estelami
2022-06-16Audio decompiled and WIP custom sample supportNicholas Estelami
2022-06-15Fixed StormLib Forward Slash BackSlash issuesNicholas Estelami
2022-06-15Added names for the soundfonts.Nicholas Estelami
2022-06-15Fixed resample and corrupt audio bug. Minor documentation updates.Nicholas Estelami
2022-06-15Audio support nearly complete.Nicholas Estelami
2022-06-15Audio decompiled and WIP custom sample supportNicholas Estelami
2022-06-15Updated zapd_audio_support into zelda64Kevin Alexis Contreras
2022-06-14Fixed StormLib Forward Slash BackSlash issuesNicholas Estelami
2022-06-14Added names for the soundfonts.Nicholas Estelami
2022-06-14Fixed resample and corrupt audio bug. Minor documentation updates.Nicholas Estelami
2022-06-14Audio support nearly complete.Nicholas Estelami
2022-06-14Audio decompiled and WIP custom sample supportNicholas Estelami
2022-06-13Updated zapd_audio_support on zelda64Kevin Alexis Contreras
2022-06-13Code cleanup and fixes on 64bitsKevin Alexis Contreras
2022-06-10Fixed resample and corrupt audio bug. Minor documentation updates.Nicholas Estelami
2022-06-10Audio support nearly complete.Nicholas Estelami
2022-06-04change OSMesg definition and fix memory corruptionsRandom06457
2022-06-04fix compilationRandom06457
2022-06-02Fixed audio font loadingKevin Alexis Contreras
2022-06-02Fix function prototypes and typesDavid Chavez
2022-06-01Merge branch 'zapd_audio_support' into zelda64Kevin Alexis Contreras
2022-06-01Audio decompiled and WIP custom sample supportNicholas Estelami
2022-05-16Audio code converted to uintptr_tKenix
2022-05-11Linux/GCC Support (#28)Random
* Initial Linux/GCC support commit * Add instructins for linux in the README * apply suggestions by @Erotemic and @Emill * Fix python 3.10 symlink line * Fix func_80041E80 type mismatch (#3) Type mismatch functions.h:664 * Makefile: clean OTRExporter/libultraship/ZAPDTR with distclean and fix CXX_FILES * Makefile: find C/CXX_FILES automatically * Makefile: remove ugly conditions in find commands * cleanup _MSC_VER usage * fix Windows build * cleanup extraction scripts * fix Windows build * Fix Windows path separator issue * fix rumble support for linux * use glew-cmake in dockerfile * add pulseaudio backend * fix ZAPDTR linkage * Check for "soh.elf" in directory (#6) hide second button if `soh.exe` or `soh.elf` is present * Fix hardcoded segment addresses (#5) * fix condition * hack lus -> soh dep for ZAPDTR Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com> Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>