#include "global.h" typedef struct { /* 0x00 */ u16 sfxId; /* 0x02 */ u8 token; /* 0x04 */ s8* reverbAdd; /* 0x08 */ Vec3f* pos; /* 0x0C */ f32* freqScale; /* 0x10 */ f32* volume; } SfxRequest; // size = 0x14 typedef struct { /* 0x0 */ f32 value; /* 0x4 */ f32 target; /* 0x8 */ f32 step; /* 0xC */ u16 remainingFrames; } SfxBankLerp; // size = 0x10 typedef enum { /* 0 */ SFX_RM_REQ_BY_BANK, /* 1 */ SFX_RM_REQ_BY_POS_AND_BANK, /* 2 */ SFX_RM_REQ_BY_POS, /* 3 */ SFX_RM_REQ_BY_POS_AND_ID, /* 4 */ SFX_RM_REQ_BY_TOKEN_AND_ID, /* 5 */ SFX_RM_REQ_BY_ID } SfxRemoveRequest; SfxBankEntry sSfxPlayerBank[9]; SfxBankEntry sSfxItemBank[12]; SfxBankEntry sSfxEnvironmentBank[32]; SfxBankEntry sSfxEnemyBank[20]; SfxBankEntry sSfxSystemBank[8]; SfxBankEntry sSfxOcarinaBank[3]; SfxBankEntry sSfxVoiceBank[5]; SfxRequest sSfxRequests[0x100]; u8 sSfxBankListEnd[7]; u8 sSfxBankFreeListStart[7]; u8 sSfxBankUnused[7]; ActiveSfx gActiveSfx[7][3]; u8 sCurSfxPlayerChannelIndex; u8 gSfxBankMuted[7]; SfxBankLerp sSfxBankLerp[7]; // sSfxRequests ring buffer endpoints. read index <= write index, wrapping around mod 256. u8 sSfxRequestWriteIndex = 0; u8 sSfxRequestReadIndex = 0; /** * Array of pointers to arrays of SfxBankEntry of sizes: 9, 12, 32, 20, 8, 3, 5 * * 0 : Player Bank size 9 * 1 : Item Bank size 12 * 2 : Environment Bank size 32 * 3 : Enemy Bank size 20 * 4 : System Bank size 8 * 5 : Ocarina Bank size 3 * 6 : Voice Bank size 5 */ SfxBankEntry* gSfxBanks[7] = { sSfxPlayerBank, sSfxItemBank, sSfxEnvironmentBank, sSfxEnemyBank, sSfxSystemBank, sSfxOcarinaBank, sSfxVoiceBank, }; u8 sSfxBankSizes[ARRAY_COUNT(gSfxBanks)] = { ARRAY_COUNT(sSfxPlayerBank), ARRAY_COUNT(sSfxItemBank), ARRAY_COUNT(sSfxEnvironmentBank), ARRAY_COUNT(sSfxEnemyBank), ARRAY_COUNT(sSfxSystemBank), ARRAY_COUNT(sSfxOcarinaBank), ARRAY_COUNT(sSfxVoiceBank), }; u8 gSfxChannelLayout = 0; u16 sSfxChannelLowVolumeFlag = 0; // The center of the screen in projected coordinates. // Gives the impression that the sfx has no specific location Vec3f gSfxDefaultPos = { 0.0f, 0.0f, 0.0f }; // Reused as either frequency or volume multiplicative scaling factor // Does not alter or change frequency or volume f32 gSfxDefaultFreqAndVolScale = 1.0f; s32 D_801DB4B4 = 0; // unused // Adds no reverb to the existing reverb s8 gSfxDefaultReverb = 0; void AudioSfx_MuteBanks(u16 muteMask) { u8 bankId; for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) { if (muteMask & 1) { gSfxBankMuted[bankId] = true; } else { gSfxBankMuted[bankId] = false; } muteMask = muteMask >> 1; } } /** * Lowers volumes of both bgm players so that sfx can be more pronounced. * Each sfx channel stores its own bit to lower the volume. * Only a single channel needs to request this to lower the volume. */ void AudioSfx_LowerBgmVolume(u8 channelIndex) { sSfxChannelLowVolumeFlag |= (1 << channelIndex); AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_MAIN, VOL_SCALE_INDEX_SFX, 0x40, 0xF); AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_SUB, VOL_SCALE_INDEX_SFX, 0x40, 0xF); } /** * Clears the flag for the specific channel to lower volume. * If all flags are cleared, then both bgm players return to full volume */ void AudioSfx_RestoreBgmVolume(u8 channelIndex) { sSfxChannelLowVolumeFlag &= ((1 << channelIndex) ^ 0xFFFF); if (sSfxChannelLowVolumeFlag == 0) { AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_MAIN, VOL_SCALE_INDEX_SFX, 0x7F, 0xF); AudioSeq_SetVolumeScale(SEQ_PLAYER_BGM_SUB, VOL_SCALE_INDEX_SFX, 0x7F, 0xF); } } /** * The main function to request a sfx. All sfx requests begin here. */ void AudioSfx_PlaySfx(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* volume, s8* reverbAdd) { u8 i; SfxRequest* reqWrite; SfxRequest* reqRead; if (!gSfxBankMuted[SFX_BANK_SHIFT(sfxId)]) { reqWrite = &sSfxRequests[sSfxRequestWriteIndex]; for (i = sSfxRequestReadIndex; sSfxRequestWriteIndex != i; i++) { reqRead = &sSfxRequests[i]; if ((reqRead->pos == pos) && (reqRead->sfxId == sfxId)) { return; } } reqWrite->sfxId = sfxId; reqWrite->pos = pos; reqWrite->token = token; reqWrite->freqScale = freqScale; reqWrite->volume = volume; reqWrite->reverbAdd = reverbAdd; sSfxRequestWriteIndex++; } } void AudioSfx_RemoveMatchingRequests(u8 aspect, SfxBankEntry* entry) { SfxRequest* req; s32 remove; u8 i = sSfxRequestReadIndex; for (; i != sSfxRequestWriteIndex; i++) { remove = false; req = &sSfxRequests[i]; switch (aspect) { case SFX_RM_REQ_BY_BANK: if (SFX_BANK_MASK(req->sfxId) == SFX_BANK_MASK(entry->sfxId)) { remove = true; } break; case SFX_RM_REQ_BY_POS_AND_BANK: if ((SFX_BANK_MASK(req->sfxId) == SFX_BANK_MASK(entry->sfxId)) && (&req->pos->x == entry->posX)) { remove = true; } break; case SFX_RM_REQ_BY_POS: if (&req->pos->x == entry->posX) { remove = true; } break; case SFX_RM_REQ_BY_POS_AND_ID: if ((&req->pos->x == entry->posX) && (req->sfxId == entry->sfxId)) { remove = true; } break; case SFX_RM_REQ_BY_TOKEN_AND_ID: if ((req->token == entry->token) && (req->sfxId == entry->sfxId)) { remove = true; } break; case SFX_RM_REQ_BY_ID: if (req->sfxId == entry->sfxId) { remove = true; } break; default: break; } if (remove) { req->sfxId = NA_SE_NONE; } } } void AudioSfx_ProcessRequest(void) { u16 sfxId; u8 channelCount; u8 index; SfxRequest* req = &sSfxRequests[sSfxRequestReadIndex]; SfxBankEntry* entry; SfxParams* sfxParams; s32 bankId; u8 evictImportance; u8 evictIndex = 0x80; if (req->sfxId == NA_SE_NONE) { return; } bankId = SFX_BANK(req->sfxId); channelCount = 0; index = gSfxBanks[bankId][0].next; // Compare the sfx request to all sfx bank entries while ((index != 0xFF) && (index != 0)) { // If an existing sfx from the same source exists in the bank, then we should either: // renew if it is the same sfx, check if any sfx channels are available for that bank, // interrupt that sfx and replace it with the new sfx request, or drop the new sfx request. if (gSfxBanks[bankId][index].posX == &req->pos->x) { // If the new sfx has equal importance to the existing sfx, // drop the request if the existing sfx has the "SFX_FLAG_BLOCK_EQUAL_IMPORTANCE" flag. // Otherwise, keep processing the new sfx request if ((gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].params & SFX_FLAG_BLOCK_EQUAL_IMPORTANCE) && (gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].importance == gSfxBanks[bankId][index].sfxImportance)) { // Drop the new request return; } if (gSfxBanks[bankId][index].sfxId == req->sfxId) { // The new sfx is the same as the existing sfx // Set channelCount to max value to reprocess the sfx channelCount = gUsedChannelsPerBank[gSfxChannelLayout][bankId]; } else { // Determine which sfx to evict based on importance if there are no more channels available if (channelCount == 0) { // If this is the first sfx at the same source, than store the existing sfx info into evict temps evictIndex = index; sfxId = gSfxBanks[bankId][index].sfxId & 0xFFFF; evictImportance = gSfxParams[SFX_BANK_SHIFT(sfxId)][SFX_INDEX(sfxId)].importance; } else if (gSfxBanks[bankId][index].sfxImportance < evictImportance) { // If a different existing sfx is at the same source, than update the evict temps if the next // existing src has lower importance than the previous existing source evictIndex = index; sfxId = gSfxBanks[bankId][index].sfxId & 0xFFFF; evictImportance = gSfxParams[SFX_BANK_SHIFT(sfxId)][SFX_INDEX(sfxId)].importance; } channelCount++; // There are no channels available, evict the lowest importance if (channelCount == gUsedChannelsPerBank[gSfxChannelLayout][bankId]) { if (gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)].importance >= evictImportance) { index = evictIndex; } else { index = 0; } } } // Process this sfx by refreshing or replacing and existing sfx if (channelCount == gUsedChannelsPerBank[gSfxChannelLayout][bankId]) { sfxParams = &gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)]; // Interrupt existing sfx and play the new sfx instead. if ((req->sfxId & SFX_FLAG_MASK) || (sfxParams->flags & SFX_FLAG2_FORCE_RESET) || (index == evictIndex)) { // Restore bgm if the sfx about to be replaced has the right flag if ((gSfxBanks[bankId][index].sfxParams & SFX_FLAG_LOWER_VOLUME_BGM) && (gSfxBanks[bankId][index].state != SFX_STATE_QUEUED)) { AudioSfx_RestoreBgmVolume(gSfxBanks[bankId][index].channelIndex); } gSfxBanks[bankId][index].token = req->token; gSfxBanks[bankId][index].sfxId = req->sfxId; gSfxBanks[bankId][index].state = SFX_STATE_QUEUED; gSfxBanks[bankId][index].freshness = 2; gSfxBanks[bankId][index].freqScale = req->freqScale; gSfxBanks[bankId][index].volume = req->volume; gSfxBanks[bankId][index].reverbAdd = req->reverbAdd; gSfxBanks[bankId][index].sfxParams = sfxParams->params; gSfxBanks[bankId][index].sfxFlags = sfxParams->flags; gSfxBanks[bankId][index].sfxImportance = sfxParams->importance; } else if (gSfxBanks[bankId][index].state == SFX_STATE_PLAYING_ONE_FRAME) { // The new sfx is "one-frame" and equals the existing sfx, // continue playing the "one-frame" sfx by setting "SFX_STATE_PLAYING". // This will avoid triggering deletion and get "SFX_STATE_REFRESH" // The state will be set back to "SFX_STATE_PLAYING_ONE_FRAME" at the end of the cycle gSfxBanks[bankId][index].state = SFX_STATE_PLAYING; } // Terminate loop, function is finished (nothing more is processed) index = 0; } } if (index != 0) { index = gSfxBanks[bankId][index].next; } } if ((gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].next != 0xFF) && (index != 0)) { // Allocate from free list index = sSfxBankFreeListStart[bankId]; entry = &gSfxBanks[bankId][index]; entry->posX = &req->pos->x; entry->posY = &req->pos->y; entry->posZ = &req->pos->z; entry->token = req->token; entry->freqScale = req->freqScale; entry->volume = req->volume; entry->reverbAdd = req->reverbAdd; sfxParams = &gSfxParams[SFX_BANK_SHIFT(req->sfxId)][SFX_INDEX(req->sfxId)]; entry->sfxParams = sfxParams->params; entry->sfxFlags = sfxParams->flags; entry->sfxImportance = sfxParams->importance; entry->sfxId = req->sfxId; entry->state = SFX_STATE_QUEUED; entry->freshness = 2; entry->prev = sSfxBankListEnd[bankId]; gSfxBanks[bankId][sSfxBankListEnd[bankId]].next = sSfxBankFreeListStart[bankId]; sSfxBankListEnd[bankId] = sSfxBankFreeListStart[bankId]; sSfxBankFreeListStart[bankId] = gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].next; gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].prev = 0xFF; entry->next = 0xFF; } } void AudioSfx_RemoveBankEntry(u8 bankId, u8 entryIndex) { SfxBankEntry* entry = &gSfxBanks[bankId][entryIndex]; u8 i; if (entry->sfxParams & SFX_FLAG_LOWER_VOLUME_BGM) { AudioSfx_RestoreBgmVolume(entry->channelIndex); } if (entryIndex == sSfxBankListEnd[bankId]) { sSfxBankListEnd[bankId] = entry->prev; } else { gSfxBanks[bankId][entry->next].prev = entry->prev; } gSfxBanks[bankId][entry->prev].next = entry->next; entry->next = sSfxBankFreeListStart[bankId]; entry->prev = 0xFF; gSfxBanks[bankId][sSfxBankFreeListStart[bankId]].prev = entryIndex; sSfxBankFreeListStart[bankId] = entryIndex; entry->state = SFX_STATE_EMPTY; for (i = 0; i < gChannelsPerBank[gSfxChannelLayout][bankId]; i++) { if (gActiveSfx[bankId][i].entryIndex == entryIndex) { gActiveSfx[bankId][i].entryIndex = 0xFF; i = gChannelsPerBank[gSfxChannelLayout][bankId]; } } } void AudioSfx_ChooseActiveSfx(u8 bankId) { u8 numChosenSfx = 0; u8 numChannels; u8 entryIndex; u8 i; u8 j; u8 k; u8 sfxImportance; u8 needNewSfx; u8 chosenEntryIndex; s32 pad; SfxBankEntry* entry; ActiveSfx chosenSfx[MAX_CHANNELS_PER_BANK]; ActiveSfx* activeSfx; f32 entryPosY; f32 entryPosX; for (i = 0; i < MAX_CHANNELS_PER_BANK; i++) { chosenSfx[i].priority = 0x7FFFFFFF; chosenSfx[i].entryIndex = 0xFF; } entryIndex = gSfxBanks[bankId][0].next; k = 0; // Delete stale sfx and prioritize remaining sfx into the gActiveSfx arrays while (entryIndex != 0xFF) { // Update the freshness for an "all-frame" sfx if it is still queued if ((gSfxBanks[bankId][entryIndex].state == SFX_STATE_QUEUED) && (gSfxBanks[bankId][entryIndex].sfxId & SFX_FLAG_MASK)) { gSfxBanks[bankId][entryIndex].freshness--; // If a "one-frame" sfx is still in "SFX_STATE_PLAYING_ONE_FRAME", then remove the sfx } else if (!(gSfxBanks[bankId][entryIndex].sfxId & SFX_FLAG_MASK) && (gSfxBanks[bankId][entryIndex].state == SFX_STATE_PLAYING_ONE_FRAME)) { // ioPort 0, force stop sfx in seq 0 AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, gSfxBanks[bankId][entryIndex].channelIndex, 0, 0); AudioSfx_RemoveBankEntry(bankId, entryIndex); } // If a "all-frame" sfx goes 2 frames in the "queued" state // (because it is too low priority), then remove the sfx if (gSfxBanks[bankId][entryIndex].freshness == 0) { AudioSfx_RemoveBankEntry(bankId, entryIndex); } else if (gSfxBanks[bankId][entryIndex].state != SFX_STATE_EMPTY) { // process the entry entry = &gSfxBanks[bankId][entryIndex]; // Recompute distSq each frame since the sound's position may have changed // (later converted into dist) if (&gSfxDefaultPos.x == entry[0].posX) { entry->dist = 0.0f; } else { entryPosY = *entry->posY * 1; entryPosX = *entry->posX * 0.5f; entry->dist = (SQ(entryPosX) + SQ(entryPosY) + SQ(*entry->posZ)) / 10.0f; } // Recompute priority, possibly based on sfx position relative to the camera. // (Note that the priority is the opposite of importance; lower is more preserved) sfxImportance = entry->sfxImportance; if (entry->sfxParams & SFX_FLAG_PRIORITY_NO_DIST) { // Priority is independent of distance entry->priority = SQ(0xFF - sfxImportance) * SQ(76); } else { // Priority value increases with distance (more likely to eject) if (entry->dist > 0x7FFFFFD0) { // max distance entry->dist = 0x70000008; } entry->priority = (u32)entry->dist + (SQ(0xFF - sfxImportance) * SQ(76)); if (*entry->posZ < 0.0f) { entry->priority += (s32)(-*entry->posZ * 6.0f); } } // Sfx is too far away, do not consider for chosen sfx if (entry->dist > SQ(1e5f)) { // If too far away and also playing, stop playing if (entry->state == SFX_STATE_PLAYING) { // ioPort 0, force stop sfx in seq 0 AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0); if (entry->sfxId & SFX_FLAG_MASK) { AudioSfx_RemoveBankEntry(bankId, entryIndex); entryIndex = k; } } } else { // Loop through all channels allocated to a specific bank // Choose which sfx from gSfxBanks to play // This includes all sfx requests and sfx already playing // Sort all current sfx entries in gSfxBanks by priority // This is where the "active" sfx are chosen numChannels = gChannelsPerBank[gSfxChannelLayout][bankId]; for (i = 0; i < numChannels; i++) { // Sort all sfx entries by priority if (chosenSfx[i].priority >= entry->priority) { // Update the number of sfx to attampt to play if (numChosenSfx < gChannelsPerBank[gSfxChannelLayout][bankId]) { numChosenSfx++; } for (j = numChannels - 1; j > i; j--) { chosenSfx[j].priority = chosenSfx[j - 1].priority; chosenSfx[j].entryIndex = chosenSfx[j - 1].entryIndex; } chosenSfx[i].priority = entry->priority; chosenSfx[i].entryIndex = entryIndex; i = numChannels; // make this the last pass through the loop, here equivalent to "break" } } } k = entryIndex; } entryIndex = gSfxBanks[bankId][k].next; } // If a sfx is chosen, update its state for (i = 0; i < numChosenSfx; i++) { entry = &gSfxBanks[bankId][chosenSfx[i].entryIndex]; if (entry->state == SFX_STATE_QUEUED) { // sfx is a new entry entry->state = SFX_STATE_READY; } else if (entry->state == SFX_STATE_PLAYING) { // sfx is already playing entry->state = SFX_STATE_PLAYING_REFRESH; } } // Apply the chosenSfx to the activeSfx in each channel numChannels = gChannelsPerBank[gSfxChannelLayout][bankId]; for (i = 0; i < numChannels; i++) { needNewSfx = false; activeSfx = &gActiveSfx[bankId][i]; // Check if a sfx is already in the channel if (activeSfx->entryIndex == 0xFF) { // No sfx playing in the channel // Available for use needNewSfx = true; } else { // The channel is already playing a sfx // Get the entry of the sfx playing entry = &gSfxBanks[bankId][activeSfx[0].entryIndex]; // Check the state of the sfx playing if (entry->state == SFX_STATE_PLAYING) { if (entry->sfxId & SFX_FLAG_MASK) { // For "all-frames" sfx, remove the entry AudioSfx_RemoveBankEntry(bankId, activeSfx->entryIndex); } else { // For "one-frame" sfx, reset the state to queued entry->state = SFX_STATE_QUEUED; entry->freshness = 0x80; } needNewSfx = true; } else if (entry->state == SFX_STATE_EMPTY) { // The sfx already in the channel is empty // Can replace the sfx activeSfx->entryIndex = 0xFF; needNewSfx = true; } else { // Sfx is already playing as it should, nothing to do. for (j = 0; j < numChannels; j++) { if (activeSfx->entryIndex == chosenSfx[j].entryIndex) { chosenSfx[j].entryIndex = 0xFF; j = numChannels; } } numChosenSfx--; } } // enter the new sfx into the activeSfx if (needNewSfx == true) { for (j = 0; j < numChannels; j++) { chosenEntryIndex = chosenSfx[j].entryIndex; if ((chosenEntryIndex != 0xFF) && (gSfxBanks[bankId][chosenEntryIndex].state != SFX_STATE_PLAYING_REFRESH)) { for (k = 0; k < numChannels; k++) { if (chosenEntryIndex == gActiveSfx[bankId][k].entryIndex) { needNewSfx = false; k = numChannels; // "break; i.e. force for-loop to end" } } if (needNewSfx == true) { activeSfx->entryIndex = chosenEntryIndex; chosenSfx[j].entryIndex = 0xFF; j = numChannels + 1; numChosenSfx--; } } } if (j == numChannels) { // nothing found activeSfx->entryIndex = 0xFF; } } } } void AudioSfx_PlayActiveSfx(u8 bankId) { u8 entryIndex; SequenceChannel* channel; SfxBankEntry* entry; u8 i; u8 ioPort5Data; for (i = 0; i < gChannelsPerBank[gSfxChannelLayout][bankId]; i++) { entryIndex = gActiveSfx[bankId][i].entryIndex; // If entry is not empty if (entryIndex != 0xFF) { entry = &gSfxBanks[bankId][entryIndex]; channel = gAudioCtx.seqPlayers[SEQ_PLAYER_SFX].channels[sCurSfxPlayerChannelIndex]; if (entry->state == SFX_STATE_READY) { // Initialize a sfx (new sfx request) entry->channelIndex = sCurSfxPlayerChannelIndex; if (entry->sfxParams & SFX_FLAG_LOWER_VOLUME_BGM) { AudioSfx_LowerBgmVolume(sCurSfxPlayerChannelIndex); } // Add noise that will offset the frequency of the sfx if ((entry->sfxParams & SFX_PARAM_RAND_FREQ_RAISE_MASK) != (0 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT)) { switch (entry->sfxParams & SFX_PARAM_RAND_FREQ_RAISE_MASK) { case (1 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT): entry->randFreq = AudioThread_NextRandom() & 0xF; break; case (2 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT): entry->randFreq = AudioThread_NextRandom() & 0x1F; break; case (3 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT): entry->randFreq = AudioThread_NextRandom() & 0x3F; break; default: entry->randFreq = 0; break; } } // Calculate all the properties of sfx AudioSfx_SetProperties(bankId, entryIndex, sCurSfxPlayerChannelIndex); // ioPort 0, enable the sfx to play in `NA_BGM_GENERAL_SFX` AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, sCurSfxPlayerChannelIndex, 0, 1); // ioPort 4, write the lower bits sfx index for `NA_BGM_GENERAL_SFX` to find the right code to execute AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, sCurSfxPlayerChannelIndex, 4, entry->sfxId & 0xFF); // If the sfx bank has more than 255 entries (greater than a u8 can store), // then store the Id in upper and lower bits if (gIsLargeSfxBank[bankId]) { // Store upper bits ioPort5Data = ((u8)((entry->sfxId & 0x300) >> 7) + (u8)((entry->sfxId & 0xFF) >> 7)); } else { ioPort5Data = 0; } if ((entry->sfxParams & SFX_FLAG_8) && (entry->freshness == 0x80)) { ioPort5Data += 0x80; } if (D_801D6608[bankId]) { // ioPort 5, write the upper bits sfx index and a flag for `NA_BGM_GENERAL_SFX`, // for banks with > 0xFF entries AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, sCurSfxPlayerChannelIndex, 5, ioPort5Data); } // Update playing state if (entry->sfxId & SFX_FLAG_MASK) { // "all-frames" sfx entry->state = SFX_STATE_PLAYING; } else { // "one-frame" sfx entry->state = SFX_STATE_PLAYING_ONE_FRAME; } } else if ((u8)channel->seqScriptIO[1] == (u8)SEQ_IO_VAL_NONE) { // Signal from seq 0 that the sfx is finished playing. Remove entry AudioSfx_RemoveBankEntry(bankId, entryIndex); } else if (entry->state == SFX_STATE_PLAYING_REFRESH) { // Sfx is playing but a refresh is requested AudioSfx_SetProperties(bankId, entryIndex, sCurSfxPlayerChannelIndex); // Update playing state if (entry->sfxId & SFX_FLAG_MASK) { // "all-frames" sfx entry->state = SFX_STATE_PLAYING; } else { // "one-frame" sfx entry->state = SFX_STATE_PLAYING_ONE_FRAME; } } } sCurSfxPlayerChannelIndex++; } } void AudioSfx_StopByBank(u8 bankId) { SfxBankEntry* entry; s32 pad; SfxBankEntry entryToRemove; u8 entryIndex = gSfxBanks[bankId][0].next; while (entryIndex != 0xFF) { entry = &gSfxBanks[bankId][entryIndex]; if (entry->state >= SFX_STATE_PLAYING_REFRESH) { AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0); } if (entry->state != SFX_STATE_EMPTY) { AudioSfx_RemoveBankEntry(bankId, entryIndex); } entryIndex = gSfxBanks[bankId][0].next; } entryToRemove.sfxId = bankId << 12; AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_BANK, &entryToRemove); } void AudioSfx_StopByPosAndBankImpl(u8 bankId, Vec3f* pos) { SfxBankEntry* entry; u8 entryIndex = gSfxBanks[bankId][0].next; u8 prevEntryIndex = 0; while (entryIndex != 0xFF) { entry = &gSfxBanks[bankId][entryIndex]; if (entry->posX == &pos->x) { if (entry->state >= SFX_STATE_PLAYING_REFRESH) { AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0); } if (entry->state != SFX_STATE_EMPTY) { AudioSfx_RemoveBankEntry(bankId, entryIndex); } } else { prevEntryIndex = entryIndex; } entryIndex = gSfxBanks[bankId][prevEntryIndex].next; } } void AudioSfx_StopByPosAndBank(u8 bankId, Vec3f* pos) { SfxBankEntry entryToRemove; AudioSfx_StopByPosAndBankImpl(bankId, pos); entryToRemove.sfxId = bankId << 12; entryToRemove.posX = &pos->x; AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_POS_AND_BANK, &entryToRemove); } void AudioSfx_StopByPos(Vec3f* pos) { u8 bankId; SfxBankEntry entryToRemove; for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) { AudioSfx_StopByPosAndBankImpl(bankId, pos); } entryToRemove.posX = &pos->x; AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_POS, &entryToRemove); } void AudioSfx_StopByPosAndId(Vec3f* pos, u16 sfxId) { SfxBankEntry* entry; u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next; u8 prevEntryIndex = 0; SfxBankEntry entryToRemove; while (entryIndex != 0xFF) { entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex]; if ((entry->posX == &pos->x) && (entry->sfxId == sfxId)) { if (entry->state >= SFX_STATE_PLAYING_REFRESH) { AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0); } if (entry->state != SFX_STATE_EMPTY) { AudioSfx_RemoveBankEntry(SFX_BANK(sfxId), entryIndex); } entryIndex = 0xFF; } else { prevEntryIndex = entryIndex; } if (entryIndex != 0xFF) { entryIndex = gSfxBanks[SFX_BANK(sfxId)][prevEntryIndex].next; } } entryToRemove.posX = &pos->x; entryToRemove.sfxId = sfxId; AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_POS_AND_ID, &entryToRemove); } void AudioSfx_StopByTokenAndId(u8 token, u16 sfxId) { SfxBankEntry* entry; u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next; u8 prevEntryIndex = 0; SfxBankEntry entryToRemove; while (entryIndex != 0xFF) { entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex]; if ((entry->token == token) && (entry->sfxId == sfxId)) { if (entry->state >= SFX_STATE_PLAYING_REFRESH) { AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0); } if (entry->state != SFX_STATE_EMPTY) { AudioSfx_RemoveBankEntry(SFX_BANK(sfxId), entryIndex); } } else { prevEntryIndex = entryIndex; } if (entryIndex != 0xFF) { entryIndex = gSfxBanks[SFX_BANK(sfxId)][prevEntryIndex].next; } } entryToRemove.token = token; entryToRemove.sfxId = sfxId; AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_TOKEN_AND_ID, &entryToRemove); } void AudioSfx_StopById(u32 sfxId) { SfxBankEntry* entry; u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next; u8 prevEntryIndex = 0; SfxBankEntry entryToRemove; while (entryIndex != 0xFF) { entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex]; if (entry->sfxId == sfxId) { if (entry->state >= SFX_STATE_PLAYING_REFRESH) { AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, entry->channelIndex, 0, 0); } if (entry->state != SFX_STATE_EMPTY) { AudioSfx_RemoveBankEntry(SFX_BANK(sfxId), entryIndex); } } else { prevEntryIndex = entryIndex; } entryIndex = gSfxBanks[SFX_BANK(sfxId)][prevEntryIndex].next; } entryToRemove.sfxId = sfxId; AudioSfx_RemoveMatchingRequests(SFX_RM_REQ_BY_ID, &entryToRemove); } void AudioSfx_ProcessRequests(void) { if (gAudioCtx.seqPlayers[SEQ_PLAYER_SFX].enabled) { while (sSfxRequestWriteIndex != sSfxRequestReadIndex) { AudioSfx_ProcessRequest(); sSfxRequestReadIndex++; } } } /** * Unused */ void AudioSfx_SetBankLerp(u8 bankId, u8 target, u16 delay) { if (delay == 0) { delay++; } sSfxBankLerp[bankId].target = target / 127.0f; sSfxBankLerp[bankId].remainingFrames = delay; sSfxBankLerp[bankId].step = ((sSfxBankLerp[bankId].value - sSfxBankLerp[bankId].target) / delay); } void AudioSfx_StepBankLerp(u8 bankId) { if (sSfxBankLerp[bankId].remainingFrames != 0) { sSfxBankLerp[bankId].remainingFrames--; if (sSfxBankLerp[bankId].remainingFrames != 0) { sSfxBankLerp[bankId].value -= sSfxBankLerp[bankId].step; } else { sSfxBankLerp[bankId].value = sSfxBankLerp[bankId].target; } } } void AudioSfx_ProcessActiveSfx(void) { u8 bankId; if (gAudioCtx.seqPlayers[SEQ_PLAYER_SFX].enabled) { sCurSfxPlayerChannelIndex = 0; for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) { AudioSfx_ChooseActiveSfx(bankId); AudioSfx_PlayActiveSfx(bankId); AudioSfx_StepBankLerp(bankId); } } } u8 AudioSfx_IsPlaying(u32 sfxId) { SfxBankEntry* entry; u8 entryIndex = gSfxBanks[SFX_BANK(sfxId)][0].next; while (entryIndex != 0xFF) { entry = &gSfxBanks[SFX_BANK(sfxId)][entryIndex]; if (entry->sfxId == sfxId) { return true; } entryIndex = entry->next; } return false; } void AudioSfx_Reset(void) { u8 bankId; u8 i; u8 entryIndex; sSfxRequestWriteIndex = 0; sSfxRequestReadIndex = 0; sSfxChannelLowVolumeFlag = 0; for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) { sSfxBankListEnd[bankId] = 0; sSfxBankFreeListStart[bankId] = 1; sSfxBankUnused[bankId] = 0; gSfxBankMuted[bankId] = false; sSfxBankLerp[bankId].value = 1.0f; sSfxBankLerp[bankId].remainingFrames = 0; } for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) { for (i = 0; i < MAX_CHANNELS_PER_BANK; i++) { gActiveSfx[bankId][i].entryIndex = 0xFF; } } for (bankId = 0; bankId < ARRAY_COUNT(gSfxBanks); bankId++) { gSfxBanks[bankId][0].prev = 0xFF; gSfxBanks[bankId][0].next = 0xFF; for (i = 1; i < sSfxBankSizes[bankId] - 1; i++) { gSfxBanks[bankId][i].prev = i - 1; gSfxBanks[bankId][i].next = i + 1; } gSfxBanks[bankId][i].prev = i - 1; gSfxBanks[bankId][i].next = 0xFF; } }