mm/src/code/z_sound_source.c

77 lines
2.4 KiB
C

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