#include "KingSystem/Sound/sndMusicInfo.h" namespace ksys::snd { void MusicInfo::applySoundResource() { sead::DirectResource* sound = loadMusic(); if (sound) { agl::utl::ResParameterArchive archive(sound->getRawData()); applyResParameterArchive(archive); } } EnvBgmInfo::ParamPerType::ParamPerType() : mBpm(110, "Bpm", "BPM", "Min=60,Max=180", this), mPart0FirstWaitCount(0, "Part0FirstWaitCount", "パート0 初回予約の待ち拍", "Min=0,Max=100", this), mPart1FirstWaitCount(1, "Part1FirstWaitCount", "パート1 初回予約の待ち拍", "Min=0,Max=100", this), mPart2FirstWaitCount(15, "Part2FirstWaitCount", "パート2 初回予約の待ち拍", "Min=0,Max=100", this), mPart3FirstWaitCount(30, "Part3FirstWaitCount", "パート3 初回予約の待ち拍", "Min=0,Max=100", this) {} EnvBgmInfo::EnvBgmInfo() : mEnableWaitSec(20, "EnableWaitSec", "昼夜切り替えや条件外れた後の開始待ち秒", "Min=0.f, Max=40.f", &mData), mDistanceOfCheckingActiveEnemy(70, "DistanceOfCheckingActiveEnemy", "警戒以上の敵を調べる範囲", "Min=1, Max=50", &mData), mTimeDay(5, "TimeDay", "この時刻以降は昼扱い", "Min=0.f,Max=24.f", &mData), mTimeNight(20, "TimeNight", "この時刻以降は夜扱い", "Min=0.f,Max=24.f", &mData), mConstVolume(1, 1, "ConstVolume", "固定音量", "Min=0.f,Max=1.f", &mHeader), mConstPan(0, 0, "ConstPan", "固定パン", "Min=-1.f,Max=1.f", &mHeader), mMasterBeatBase(12, "MasterBeatBase", "基本の値", "Min=1,Max=24", &mData), mMasterBeatRate(1, 4, "MasterBeatRate", "倍率", "Min=1,Max=4", &mHeader), mPart0Volume(0.5, 1, "Part0Volume", "初回以外の音量ランダム幅", "Min=0.f,Max=1.f", &mHeader), mPart0Pan(-0.95, 0.95, "Part0Pan", "パンランダム幅", "Min=-1.f,Max=1.f", &mHeader), mPart1SegmentAWaitCountBase(25, "Part1SegmentAWaitCountBase", "基本の値", "Min=0,Max=100", &mData), mPart1SegmentAWaitCountRate(1, 4, "Part1SegmentAWaitCountRate", "倍率", "Min=1,Max=10", &mHeader), mPart1SegmentBWaitCountBase(15, "Part1SegmentBWaitCountBase", "基本の値", "Min=0,Max=100", &mData), mPart1SegmentBWaitCountRate(1, 5, "Part1SegmentBWaitCountRate", "倍率", "Min=1,Max=10", &mHeader), mPart1SegmentCWaitCountBase(20, "Part1SegmentCWaitCountBase", "基本の値", "Min=0,Max=100", &mData), mPart1SegmentCWaitCountRate(1, 5, "Part1SegmentCWaitCountRate", "倍率", "Min=1,Max=10", &mHeader), mPart1Volume(0.5, 1, "Part1Volume", "初回以外の音量ランダム幅", "Min=0.f,Max=1.f", &mHeader), mPart1Pan(-0.4, 0.4, "Part1Pan", "パンランダム幅", "Min=-1.f,Max=1.f", &mHeader), mPart2WaitCountBase(40, "Part2WaitCountBase", "基本の値", "Min=0,Max=100", &mData), mPart2WaitCountRate(1, 3, "Part2WaitCountRate", "倍率", "Min=1,Max=10", &mHeader), mPart2Volume(0.4, 1, "Part2Volume", "音量ランダム幅", "Min=0.f,Max=1.f", &mHeader), // mPart2Pan missing? mPart3WaitCountBase(50, "Part3WaitCountBase", "基本の値", "Min=0,Max=100", &mData), mPart3WaitCountRate(1, 4, "Part3WaitCountRate", "倍率", "Min=1,Max=10", &mHeader), mPart3Volume(0.4, 1, "Part3Volume", "音量ランダム幅", "Min=0.f,Max=1.f", &mHeader), mPart3Pan(-1, 1, "Part3Pan", "パンランダム幅", "Min=-1.f,Max=1.f", &mHeader) {} void EnvBgmInfo::init(sead::Heap* heap) { // mData not linked in any way? addList(&mHeader, "MusicParam"); mParamPerTypes.allocBufferAssert(EnvTimeEnum::size(), heap); for (int i = 0; i < EnvTimeEnum::size(); i++) { mHeader.addObj(&mParamPerTypes[i], sead::FormatFixedSafeString<32>("ParamPerType_%s", EnvTimeEnum(i).text())); } applySoundResource(); } HorseBgmInfo::HorseBgmInfo() : mTimeDay(5, "TimeDay", "この時刻以降は昼扱い", "Min=0.f, Max=24.f", &mData), mTimeNight(20, "TimeNight", "この時刻以降は夜扱い", "Min=0.f, Max=24.f", &mData), mPlayWaitSec(5, "PlayWaitSec", "快速ギアになってから再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData), mFadeInSec(14, "FadeInSec", "フェードイン秒", "Min=0.f,Max=30.f", &mData), mMinVolume(0, "MinVolume", "フェードイン開始時点の音量", "Min=0.f,Max=1.f", &mData), mFadeOutWaitSec(3, "FadeOutWaitSec", "ギアが下がった時のフェードアウト開始待ち秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(8, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=30.f", &mData), mPlayingSecUseOutro(18, "PlayingSecUseOutro", "フェードアウト完了時に再生がこの秒数以上続いてたらアウトロあり", "Min=0.f,Max=60.f", &mData), mIgnoreRequestSec(50, "IgnoreRequestSec", "フェードアウト開始時に発動する開始リクエスト禁止秒", "Min=0.f,Max=100.f", &mData) {} void HorseBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } TemperatureBgmInfo::ParamPerType::ParamPerType() : mTemperatureThreshold(30, "TemperatureThreshold", "温度の閾値", "Min=-50.f,Max=50.f", this), mFadeOutSec(2, "FadeOutSec", "条件を外れた時のフェードアウト秒", "Min=0.f,Max=10.f", this), mCancelFadeSec(0.5, "CancelFadeSec", "再度条件に入った時の復帰フェード秒", "Min=0.f,Max=10.f", this) {} void TemperatureBgmInfo::init(sead::Heap* heap) { addList(&mData, "MusicParam"); mParamPerTypes.allocBufferAssert(TemperatureEnum::size(), heap); for (int i = 0; i < TemperatureEnum::size(); i++) { mData.addObj(&mParamPerTypes[i], sead::FormatFixedSafeString<32>("ParamPerType_%s", TemperatureEnum(i).text())); } applySoundResource(); } TemperatureBgmInfo::~TemperatureBgmInfo() = default; SpotBgmInfo::SpotBgmInfo() : mTimeDay(3.5, "TimeDay", "この時刻以降は昼扱い", "Min=0.f, Max=24.f", &mData), mTimeNight(20, "TimeNight", "この時刻以降は夜扱い", "Min=0.f, Max=24.f", &mData), mFilterOnFadeSec(8, "FilterOnFadeSec", "フィルタOnの時のフェード秒", "Min=0.f,Max=30.f", &mData), mFilterOffFadeSec(5, "FilterOffFadeSec", "フィルタOffの時のフェード秒", "Min=0.f,Max=30.f", &mData), mFilterValueLo(0.65, "FilterValueLo", "フィルタの値(ローパス)", "Min=0.f,Max=1.f", &mData), mFilterValueHi(0.65, "FilterValueHi", "フィルタの値(ハイパス)", "Min=0.f,Max=1.f", &mData), mSubTrackNearDistance(10, "SubTrackNearDistance", "音量最大になる距離(m)", "Min=0.f,Max=50.f", &mData), mSubTrackFarDistance(30, "SubTrackFarDistance", "音量最小になる距離(m)", "Min=0.f,Max=50.f", &mData), mSubTrackVolumeMaxDelta(1, "SubTrackVolumeMaxDelta", "音量の変化度合の上限(大きくすると急な変化を抑えられる)", "Min=0.01f,Max=1.f", &mData), mAllowFadeInSec(1, "AllowFadeInSec", "フェードイン秒", "Min=0.f, Max=3.f", &mData), mAllowFadeOutSec(3, "AllowFadeOutSec", "フェードアウト秒", "Min=0.f, Max=3.f", &mData), mFadeOutSec(3, "FadeOutSec", "シグナル切断によるフェードアウト秒", "Min=0.f, Max=3.f", &mData), mCullingYFadeOutSec(3, "CullingYFadeOutSec", "エリア外によるフェードアウト秒", "Min=0.f, Max=5.f", &mData), mCullingYFadeInSec(1, "CullingYFadeInSec", "エリア内復帰によるフェードイン秒", "Min=0.f, Max=5.f", &mData) {} void SpotBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } MazeForestBgmInfo::MazeForestBgmInfo() : mPlayWaitSec(3, "PlayWaitSec", "エリアに入ってからの再生開始待ち秒", "Min=0.f, Max=10.f", &mData), mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(9, "FadeOutSec", "エリアから出た時のフェードアウト秒", "Min=0.f,Max=10.f", &mData), mVolumeNormal(0.34, "VolumeNormal", "エリア内通常状態の音量", "Min=0.f,Max=1.f", &mData), mLostBoostSec(1.5, "LostBoostSec", "迷い状態になった時の音量上げ秒", "Min=0.f,Max=10.f", &mData), mLostBoostCancelSec(2, "LostBoostCancelSec", "迷い状態を脱した時の音量戻し秒", "Min=0.f,Max=10.f", &mData) {} void MazeForestBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } CastleBgmInfo::CastleBgmInfo() : mFadeOutWaitSec(3, "FadeOutWaitSec", "フェードアウト待ち秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(8, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData), mToIndoorWaitSec(3, "ToIndoorWaitSec", "外→内時のクロスフェード開始待ち秒", "Min=0.f,Max=10.f", &mData), mToIndoorFadeSec(5, "ToIndoorFadeSec", "外→内時のクロスフェード秒", "Min=0.f,Max=10.f", &mData), mToOutdoorFadeSec(5, "ToOutdoorFadeSec", "内→外時のクロスフェード秒", "Min=0.f,Max=10.f", &mData), mBattleWaitSec(1, "BattleWaitSec", "戦闘トラックフェードイン待ち秒", "Min=0.f,Max=10.f", &mData), mBattleFadeInSec(5, "BattleFadeInSec", "戦闘トラックフェードイン秒", "Min=0.f,Max=10.f", &mData), mBattleFadeOutSec(5, "BattleFadeOutSec", "戦闘トラックフェードアウト秒", "Min=0.f,Max=10.f", &mData) {} void CastleBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } BigMazeBgmInfo::BigMazeBgmInfo() : mPlayWaitSec(3, "PlayWaitSec", "エリアに入ってからの再生開始待ち秒", "Min=0.f, Max=10.f", &mData), mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f, Max=10.f", &mData), mFadeOutSec(10, "FadeOutSec", "再生停止時のフェードアウト秒", "Min=0.f, Max=20.f", &mData) {} void BigMazeBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } AnimalMasterBgmInfo::AnimalMasterBgmInfo() : mPlayWaitSec(2, "PlayWaitSec", "エリアに入ってからの再生開始待ち秒", "Min=0.f, Max=10.f", &mData), mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f, Max=10.f", &mData), mFadeOutSec(6, "FadeOutSec", "再生停止時のフェードアウト秒", "Min=0.f, Max=20.f", &mData) {} void AnimalMasterBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } FieldBattleBgmInfo::FieldBattleBgmInfo() : mBpm(130, "Bpm", "BPM", "Min=90,Max=180", &mData), mPlayWaitSec(1, "PlayWaitSec", "緊迫発生から再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData), mFadeInSec(5, "FadeInSec", "再生開始時のフェードイン秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(5, "FadeOutSec", "緊迫解除時のフェードアウト秒", "Min=0.f,Max=10.f", &mData), mFeelPlayingSec(3, "FeelPlayingSec", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData), mEasy1_OddsByKey0(40, "Easy1_OddsByKey0", "Easy1の前で調0を選ぶ確率", "Min=0.f,Max=100.f", &mData), mEasy1_OddsByKey1(30, "Easy1_OddsByKey1", "Easy1の前で調1を選ぶ確率", "Min=0.f,Max=100.f", &mData), mEasy1R_OddsBySameKey(20, "Easy1R_OddsBySameKey", "Easy1に再度戻る時に同調を継続する確率", "Min=0.f,Max=100.f", &mData), mEasy5_OddsBySameKey(40, "Easy5_OddsBySameKey", "Easy5の前で同調を継続する確率", "Min=0.f,Max=100.f", &mData), mMiddle0_OddsBySameKey(40, "Middle0_OddsBySameKey", "Middle0の前で同調を継続する確率", "Min=0.f,Max=100.f", &mData), mHard0_OddsBySameKey(100, "Hard0_OddsBySameKey", "Hard0の前で同調を継続する確率", "Min=0.f,Max=100.f", &mData), mHard1_OddsBySameKey(40, "Hard1_OddsBySameKey", "Hard1の前で同調を継続する確率", "Min=0.f,Max=100.f", &mData), mHard1F_OddsBySameKey(20, "Hard1F_OddsBySameKey", "Hard1の後で同調を継続する確率", "Min=0.f,Max=100.f", &mData), mOddsByKeySubId0(50, "OddsByKeySubId0", "調内タイプのAorBの確率", "Min=0.f,Max=100.f", &mData), mTension_SkipEasy2(25, "Tension_SkipEasy2", "Easy2をスキップする緊迫度", "Min=0,Max=100", &mData), mTension_SkipEasy5(50, "Tension_SkipEasy5", "Easy5をスキップする緊迫度", "Min=0,Max=100", &mData), mTension_SkipMiddle1(70, "Tension_SkipMiddle1", "Middle1をスキップする緊迫度", "Min=0,Max=100", &mData), mTension_SkipHard(39, "Tension_SkipHard", "Hardに進む緊迫度", "Min=0,Max=100", &mData), mReserveHitWaitBeat(1, "ReserveHitWaitBeat", "何拍先に予約するか", "Min=0,Max=10", &mData), mHitChainGridThreshold(18, "HitChainGridThreshold", "このグリッド以上ヒット間隔が空いたらコンボをリセット", "Min=1,Max=20", &mData), mIgnoreReserveHitGrid_Chain0(3, "IgnoreReserveHitGrid_Chain0", "ヒット波形0", "Min=0,Max=10", &mData), mIgnoreReserveHitGrid_Chain1(2, "IgnoreReserveHitGrid_Chain1", "ヒット波形1", "Min=0,Max=10", &mData), mIgnoreReserveHitGrid_Chain2(5, "IgnoreReserveHitGrid_Chain2", "ヒット波形2", "Min=0,Max=10", &mData), mStopMainBgmWaitBeat(0, "StopMainBgmWaitBeat", "何拍先に通常波形を止めるか", "Min=0,Max=5", &mData), mReserveOutroWaitBeat(0, "ReserveOutroWaitBeat", "何拍先にアウトロ予約するか", "Min=0,Max=10", &mData) {} void FieldBattleBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } BossBgmInfo::BossBgmInfo() : mPlayWaitSec(2, "PlayWaitSec", "再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(5, "FadeOutSec", "見失った時のフェードアウト秒", "Min=0.f,Max=10.f", &mData), mOutroWaitSec(0, "OutroWaitSec", "アウトロ開始待ち秒", "Min=0.f,Max=10.f", &mData), mChangeTypeFadeOutSec(4, "ChangeTypeFadeOutSec", "ゲージ表示敵切替時のフェードアウト秒", "Min=0.f,Max=10.f", &mData), mFeelPlayingSec(3, "FeelPlayingSec", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData) {} void BossBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } // GolemBgmInfo and GiantBgmInfo functions never defined in code, but are just references to // BossBgmInfo functions GolemBgmInfo::GolemBgmInfo() = default; GiantBgmInfo::GiantBgmInfo() = default; SandwormBgmInfo::SandwormBgmInfo() : mAngryStartFadeSec(1, "AngryStartFadeSec", "怒り開始時クロスフェード秒", "Min=0.f,Max=5.f", &mData), mAngryEndFadeSec(1, "AngryEndFadeSec", "怒り終了時クロスフェード秒", "Min=0.f,Max=5.f", &mData), mChanceStartWaitSec(0.5, "ChanceStartWaitSec", "チャンスタイム開始待ち秒", "Min=0.f,Max=5.f", &mData) {} AssassinSeniorBgmInfo::AssassinSeniorBgmInfo() : mFadeOutSec(5, "FadeOutSec", "範囲外によるフェードアウト秒", "Min=0.f,Max=10.f", &mData), mToDemoFadeSec(0.5, "ToDemoFadeSec", "デモ開始時トラックフェードアウト秒", "Min=0.f,Max=10.f", &mData), mToBattleFadeSec(0.5, "ToBattleFadeSec", "デモ終了時トラックフェードイン秒", "Min=0.f,Max=10.f", &mData), mFeelPlayingSec(0.4, "FeelPlayingSec", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData) {} void AssassinSeniorBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } GuardianBgmInfo::GuardianBgmInfo() : mPlayWaitSec(0.35, "PlayWaitSec", "再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData), mFadeOutWaitSec(3, "FadeOutWaitSec", "フェードアウト待ち秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(5, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData), mFeelPlayingSec(0.4, "FeelPlayingSec", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData), mDamageThresholdHitReserve(100, "DamageThresholdHitReserve", "ヒット予約するダメージ量", "Min=10,Max=500", &mData), mCancelHitSec(1.8, "CancelHitSec", "ヒット予約後マーカーがすぐこない場合の予約破棄までの秒数", "Min=0.1f,Max=10.f", &mData), mIgnoreReserveCountDownSec(3.9, "IgnoreReserveCountDownSec", "ヒット波形再生開始後、再予約を許可するまでの秒数", "Min=0.f,Max=10.f", &mData), mMarkerIdHitSectionB(39, "MarkerIdHitSectionB", "次がこのID以上なら「B」", "Min=0,Max=100", &mData), mMarkerIdHitSectionC(54, "MarkerIdHitSectionC", "次がこのID以上なら「C」", "Min=0,Max=100", &mData), mMarkerIdHitSectionA(61, "MarkerIdHitSectionA", "次がこのID以上ならまわって「A」", "Min=0,Max=100", &mData), mMarkerCallbackOffsetSample( -2850, "MarkerCallbackOffsetSample", "マーカーコールバックのオフセットサンプル数(負にすると実際より手前で返る)", "Min=-32000,Max=32000", &mData) {} void GuardianBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } GuardianFixedBgmInfo::GuardianFixedBgmInfo() : mPlayWaitSec(0.35, "PlayWaitSec", "再生開始までの待ち秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(5, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData), mFadeWaitSec(1, "FadeWaitSec", "フェードアウト開始までの待ち秒", "Min=0.f,Max=10.f", &mData), mFeelPlayingSec(0.4, "FeelPlayingSec", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData) {} void GuardianFixedBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } DragonBgmInfo::ParamPerType::ParamPerType() : mDistanceThreshold(200, "DistanceThreshold", "再生開始する距離", "Min = 50.f,Max=400.f", this), mPlayWaitSec(1, "PlayWaitSec", "再生待ち秒", "Min=0.f,Max=10.f", this), mFadeInSec(6, "FadeInSec", "フェードイン秒", "Min=0.f,Max=20.f", this), mFadeWaitSec(3, "FadeWaitSec", "再生終了待ち秒", "Min=0.f,Max=20.f", this), mFadeOutSec(8, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=20.f", this) {} void DragonBgmInfo::init(sead::Heap* heap) { addList(&mData, "MusicParam"); mParamPerTypes.allocBufferAssert(DragonEnum::size(), heap); for (int i = 0; i < DragonEnum::size(); i++) { mData.addObj(&mParamPerTypes[i], sead::FormatFixedSafeString<32>("ParamPerType_%s", DragonEnum(i).text())); } applySoundResource(); } GanonGrudgeBattleBgmInfo::GanonGrudgeBattleBgmInfo() : mFadeInSec(1, "FadeInSec", "フェードイン秒", "Min=0.f,Max=10.f", &mData), mFadeOutSec(2, "FadeOutSec", "フェードアウト秒", "Min=0.f,Max=10.f", &mData), mFeelPlayingSec(0.4, "FeelPlayingSec", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData) {} void GanonGrudgeBattleBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } EventBgmRemainsElecBattleInfo::EventBgmRemainsElecBattleInfo() : mMinVolumeOutStorm(0.2, "MinVolumeOutStorm", "条件外の時の音量", "Min=0.f, Max=1.f", &mData), mFadeInSecOutStorm(3, "FadeInSecOutStorm", "フェードイン秒", "Min=0.f,Max=5.f", &mData), mFadeOutSecOutStorm(3, "FadeOutSecOutStorm", "フェードアウト秒", "Min=0.f,Max=5.f", &mData), mMinVolumeWakeBoarding(0, "MinVolumeWakeBoarding", "条件外の時の音量", "Min=0.f,Max=1.f", &mData), mFadeInSecWakeBoarding(0.1, "FadeInSecWakeBoarding", "フェードイン秒", "Min=0.f,Max=5.f", &mData), mFadeOutSecWakeBoarding(0.1, "FadeOutSecWakeBoarding", "フェードアウト秒", "Min=0.f,Max=5.f", &mData) {} void EventBgmRemainsElecBattleInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } EventBgmRemainsFireBattleInfo::EventBgmRemainsFireBattleInfo() : mFoundFadeOutSec(0.1, "FoundFadeOutSec", "警報時フェードアウト秒", "Min=0.f, Max=5.f", &mData), mFoundWaitSec(2, "FoundWaitSec", "警報時(初回)の次のkey再生待ち秒", "Min=0.f,Max=5.f", &mData), mFoundAgainWaitSec(1, "FoundAgainWaitSec", "警報時(二回目以降)の次のkey再生待ち秒", "Min=0.f,Max=5.f", &mData) {} void EventBgmRemainsFireBattleInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } DungeonNormalBgmInfo::PartChangeOdds::PartChangeOdds() : mOdds_1To1(50, "Odds_1To1", "今回パート数1を選ぶ確率(%)", "Min=0.f,Max=100.f", this), mOdds_2To1(50, "Odds_2To1", "今回パート数1を選ぶ確率(%)", "Min=0.f,Max=100.f", this), mOdds_2To2(50, "Odds_2To2", "今回パート数2を選ぶ確率(%)", "Min=0.f,Max=100.f", this), mOdds_3To2(50, "Odds_3To2", "今回パート数2を選ぶ確率(%)", "Min=0.f,Max=100.f", this), mOdds_3To3(50, "Odds_3To3", "今回パート数3を選ぶ確率(%)", "Min=0.f,Max=100.f", this), mOdds_4To3(50, "Odds_4To3", "今回パート数3を選ぶ確率(%)", "Min=0.f,Max=100.f", this) {} DungeonNormalBgmInfo::DungeonNormalBgmInfo() : mLoopNumForOddsId2(10, "LoopNumForOddsId2", "確率パターンが2になるループ回数", "Min=0,Max=50", &mData), mLoopNumForOddsId3(20, "LoopNumForOddsId3", "確率パターンが3になるループ回数", "Min=0,Max=50", &mData), mMaxPartChainThreshold(4, "MaxPartChainThreshold", "パート数最大が何回続いたらループ回数リセットするか", "Min=0,Max=10", &mData), mOdds_FirstArp(50, "Odds_FirstArp", "初回にアルペジオorストリングベースでアルペジオを選ぶ確率(%)", "Min=0.f,Max=100.f", &mData), mTitleDelaySec(0, "TitleDelaySec", "ダンジョンのタイトルが消えてから再生開始までの時間(秒)", "Min=0.f,Max=10.f", &mData) {} void DungeonNormalBgmInfo::init(sead::Heap* heap) { addList(&mHeader, "MusicParam"); static constexpr int NumPartChangeOdds = 3; mPartChangeOdds.allocBufferAssert(NumPartChangeOdds, heap); for (int i = 0; i < NumPartChangeOdds; i++) mHeader.addObj(&mPartChangeOdds[i], sead::FormatFixedSafeString<32>("PartChangeOdds%d", i)); applySoundResource(); } DungeonRewardBgmInfo::DungeonRewardBgmInfo() : mOddsPlayableString(50, "OddsPlayableString", "ストリングスが選ばれる確率(%)", "Min=0.f, Max=100.f", &mData), mTitleDelaySec(0, "TitleDelaySec", "ダンジョンのタイトルが消えてから再生開始までの時間(秒)", "Min=0.f,Max=10.f", &mData) {} void DungeonRewardBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } DungeonBattleBgmInfo::DungeonBattleBgmInfo() : mPlayWaitSec(1, "PlayWaitSec", "緊迫発生から再生開始までの待ち秒", "Min=0.f, Max=10.f", &mData), mFadeOutSec(5, "FadeOutSec", "緊迫解除時のフェードアウト秒", "Min=0.f,Max=10.f", &mData), mVolumeNormal(3, "VolumeNormal", "再生開始後、この秒数を越えたら他セクションに再生中と通知", "Min=0.f,Max=10.f", &mData) {} void DungeonBattleBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } RemainsNormalBgmInfo::RemainsNormalBgmInfo() : mFadeOutSecA(2, "FadeOutSecA", "A→Bの時のAのフェードアウト秒", "Min=0.f, Max=10.f", &mData), mFadeOutSecB(0, "FadeOutSecB", "B→Zの時のBのフェードアウト秒", "Min=0.f, Max=10.f", &mData), mFadeOutSecZ(2, "FadeOutSecZ", "Z→ボスの時のZのフェードアウト秒", "Min=0.f, Max=10.f", &mData), mCrossFadeSec(1, "CrossFadeSec", "B内のクロスフェード秒", "Min=0.f, Max=10.f", &mData) {} void RemainsNormalBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } TutorialDungeonBattleBgmInfo::TutorialDungeonBattleBgmInfo() : mTransitionDelaySec(0.46, "TransitionDelaySec", "ステップ間の再生待ち秒", &mData), mOutroDelaySec(0, "OutroDelaySec", "アウトロ開始前の待ち秒", &mData) {} void TutorialDungeonBattleBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } GanonBeastBgmInfo::GanonBeastBgmInfo() : mStartDelaySec(0.5, "StartDelaySec", "開始時の再生待ち秒", &mData), mRetryDelaySec(0.5, "RetryDelaySec", "リトライ時の再生待ち秒", &mData), m1To2TransitionDelaySec(1, "1To2TransitionDelaySec", "レベル1→2の再生待ち秒", &mData), m2To3TransitionDelaySec(1, "2To3TransitionDelaySec", "レベル2→3の再生待ち秒", &mData), mFadeOutSec(0.25, "FadeOutSec", "切り替わり時のフェードアウト秒", &mData) {} void GanonBeastBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } FinalTrialBossBattleBgmInfo::FinalTrialBossBattleBgmInfo() : mTransformDemoWaitSec(1, "TransformDemoWaitSec", "変化デモトラックチェンジ待ち秒", &mData), mFadeSecToTransformDemo(1, "FadeSecToTransformDemo", "変化デモトラックへのクロスフェード秒", &mData), mCurveTypeToTransformDemo( 1, "CurveTypeToTransformDemo", "変化デモトラックへのカーブタイプ(0=リニア,1=二乗,2=平方根,3=サイン)", &mData), mFadeSecFromTransformDemo(1, "FadeSecFromTransformDemo", "変化デモからインゲームへのクロスフェード秒", &mData), mCurveTypeFromTransformDemo( 1, "CurveTypeFromTransformDemo", "変化デモからインゲームへのカーブタイプ(0=リニア,1=二乗,2=平方根,3=サイン)", &mData), mFadeSeLevel3To4(1, "FadeSecLevel3To4", "レベル3から4へのクロスフェード秒", &mData), mCurveTypeLevel3To4(1, "CurveTypeLevel3To4", "レベル3から4へのカーブタイプ(0=リニア,1=二乗,2=平方根,3=サイン)", &mData), mStopFadeSec(1, "StopFadeSec", "停止時のフェード秒", &mData) {} void FinalTrialBossBattleBgmInfo::init(sead::Heap* heap) { addObj(&mData, "MusicParam"); applySoundResource(); } EnvPaletteReactiveBgmInfo::ParamPerType::ParamPerType() : mPlayWaitSec(2, "PlayWaitSec", "再生待ち秒", "Min = 0.1f, Max = 10.f", this), mFadeInSec(5, "FadeInSec", "フェードイン秒", this), mFadeOutSec(3, "FadeOutSec", "フェードアウト秒", this) {} void EnvPaletteReactiveBgmInfo::init(sead::Heap* heap) { addList(&mData, "MusicParam"); mParamPerTypes.allocBufferAssert(EnvPaletteReactiveBgmEnum::size(), heap); for (int i = 0; i < EnvPaletteReactiveBgmEnum::size(); i++) { mData.addObj(&mParamPerTypes[i], sead::FormatFixedSafeString<32>("ParamPerType_%s", EnvPaletteReactiveBgmEnum(i).text())); } applySoundResource(); } } // namespace ksys::snd