mirror of https://github.com/zeldaret/mm.git
77 lines
2.4 KiB
C
77 lines
2.4 KiB
C
#include "global.h"
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#include "z64sound_source.h"
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void SoundSource_InitAll(PlayState* play) {
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SoundSource* sources = &play->soundSources[0];
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s32 i;
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// clang-format off
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for (i = 0; i < SOUND_SOURCE_COUNT; i++) { sources[i].countdown = 0; }
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// clang-format on
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}
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void SoundSource_UpdateAll(PlayState* play) {
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SoundSource* source = &play->soundSources[0];
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s32 i;
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for (i = 0; i < SOUND_SOURCE_COUNT; i++) {
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if (source->countdown != 0) {
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if (DECR(source->countdown) == 0) {
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AudioSfx_StopByPos(&source->projectedPos);
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} else {
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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if (source->playSfxEachFrame) {
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Audio_PlaySfx_AtPos(&source->projectedPos, source->sfxId);
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}
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}
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}
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source++;
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}
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}
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void SoundSource_Add(PlayState* play, Vec3f* worldPos, u32 duration, u16 sfxId, u32 playSfxEachFrame) {
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s32 countdown;
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SoundSource* source;
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s32 smallestCountdown = 0xFFFF;
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SoundSource* backupSource = NULL;
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s32 i;
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source = &play->soundSources[0];
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for (i = 0; i < SOUND_SOURCE_COUNT; i++) {
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if (source->countdown == 0) {
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break;
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}
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// Store the sound source with the smallest remaining countdown
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countdown = source->countdown;
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if (countdown < smallestCountdown) {
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smallestCountdown = countdown;
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backupSource = source;
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}
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source++;
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}
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// If no sound source is available, replace the sound source with the smallest remaining countdown
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if (i >= SOUND_SOURCE_COUNT) {
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source = backupSource;
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AudioSfx_StopByPos(&source->projectedPos);
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}
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source->worldPos = *worldPos;
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source->countdown = duration;
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source->playSfxEachFrame = playSfxEachFrame;
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source->sfxId = sfxId;
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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Audio_PlaySfx_AtPos(&source->projectedPos, sfxId);
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}
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void SoundSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, u32 duration, u16 sfxId) {
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SoundSource_Add(play, worldPos, duration, sfxId, false);
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}
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void SoundSource_PlaySfxEachFrameAtFixedWorldPos(PlayState* play, Vec3f* worldPos, u32 duration, u16 sfxId) {
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SoundSource_Add(play, worldPos, duration, sfxId, true);
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}
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