Loaded and returned audio banks. Let's see if this actually works, though...
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@@ -21,21 +21,56 @@
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#define SOUNDARGS_SHIFT_SOUNDID 16
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#define SOUNDARGS_SHIFT_PRIORITY 8
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/* Sound banks */
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#define SOUND_BANK_ACTION 0
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#define SOUND_BANK_MOVING 1
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#define SOUND_BANK_VOICE 2
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#define SOUND_BANK_GENERAL 3
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#define SOUND_BANK_ENV 4
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#define SOUND_BANK_OBJ 5
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#define SOUND_BANK_AIR 6
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#define SOUND_BANK_MENU 7
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#define SOUND_BANK_GENERAL2 8
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#define SOUND_BANK_OBJ2 9
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#define SOUND_BANK_COUNT 10
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#define SOUND_BANKS_ALL_BITS 0xffff
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#define SOUND_BANKS_ALL ((1 << SOUND_BANK_COUNT) - 1)
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#define SOUND_BANKS_FOREGROUND (\
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(1 << SOUND_BANK_ACTION) |\
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(1 << SOUND_BANK_VOICE) |\
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(1 << SOUND_BANK_MENU))
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#define SOUND_BANKS_BACKGROUND (SOUND_BANKS_ALL & ~SOUND_BANKS_FOREGROUND)
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#define SOUND_BANKS_DISABLED_DURING_INTRO_CUTSCENE (\
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(1 << SOUND_BANK_ENV) |\
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(1 << SOUND_BANK_OBJ) |\
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(1 << SOUND_BANK_GENERAL2) |\
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(1 << SOUND_BANK_OBJ2))
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#define SOUND_BANKS_DISABLED_AFTER_CREDITS (\
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(1 << SOUND_BANK_ACTION) |\
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(1 << SOUND_BANK_MOVING) |\
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(1 << SOUND_BANK_VOICE) |\
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(1 << SOUND_BANK_GENERAL))
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/* Audio Status */
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#define SOUND_STATUS_STOPPED 0
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#define SOUND_STATUS_STARTING 1
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#define SOUND_STATUS_WAITING SOUND_STATUS_STARTING
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#define SOUND_STATUS_PLAYING 2
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/* Audio lower bitflags. TODO: Figure out what these mean and use them below. */
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#define SOUND_LO_BITFLAG_UNK1 0x10 // fade in?
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#define SOUND_LOWER_BACKGROUND_MUSIC SOUND_LO_BITFLAG_UNK1
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#define SOUND_NO_ECHO 0x20 // not in JP
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#define SOUND_LO_BITFLAG_UNK8 0x80 // restart playing on each play_sound call?
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#define SOUND_DISCRETE SOUND_LO_BITFLAG_UNK8
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/* Audio playback bitflags. */
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#define SOUND_NO_VOLUME_LOSS 0x1000000 // No volume loss with distance
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#define SOUND_VIBRATO 0x2000000 // Randomly alter frequency each audio frame
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#define SOUND_NO_PRIORITY_LOSS 0x4000000 // Do not prioritize closer sounds
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#define SOUND_NO_FREQUENCY_LOSS 0x8000000 // Frequency scale does not change with distance
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#define SOUND_CONSTANT_FREQUENCY SOUND_NO_FREQUENCY_LOSS
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// silence
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#define NO_SOUND 0
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@@ -558,4 +593,4 @@
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#define SOUND_OBJ2_BOSS_DIALOG_GRUNT SOUND_ARG_LOAD(9, 0, 0x69, 0x40, 8)
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#define SOUND_OBJ2_MRI_SPINNING SOUND_ARG_LOAD(9, 0, 0x6B, 0x00, 8)
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#endif // AUDIO_DEFINES_H
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#endif // AUDIO_DEFINES_H
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