Restore cap music behaviour

This commit is contained in:
Renato Rotenerg 2023-02-20 20:26:43 -03:00
parent cf01dcddfb
commit b30b5ee069
4 changed files with 408 additions and 4 deletions

View file

@ -0,0 +1,361 @@
#include <ultra64.h>
#include "area.h"
#include "../audio/external.h"
#include "../engine/graph_node.h"
#include "../engine/math_util.h"
//#include "level_table.h"
//#include "level_update.h"
//#include "main.h"
//#include "paintings.h"
//#include "print.h"
//#include "profiler.h"
#include "save_file.h"
#include <seq_ids.h>
#include <sm64.h>
#include "sound_init.h"
//#include "rumble_init.h"
#define MUSIC_NONE 0xFFFF
static Vec3f unused80339DC0;
static OSMesgQueue sSoundMesgQueue;
static OSMesg sSoundMesgBuf[1];
static struct VblankHandler sSoundVblankHandler;
s8 gResetTimer = 0;
// Only written to, never read.
static u8 sMusicVolume = 0;
static u8 sBgMusicDisabled = FALSE;
static u16 sCurrentMusic = MUSIC_NONE;
static u16 sCurrentShellMusic = MUSIC_NONE;
static u16 sCurrentCapMusic = MUSIC_NONE;
static u8 sPlayingInfiniteStairs = FALSE;
UNUSED static u8 unused8032C6D8[16] = { 0 };
static s16 sSoundMenuModeToSoundMode[] = { SOUND_MODE_STEREO, SOUND_MODE_MONO, SOUND_MODE_HEADSET };
// Only the 20th array element is used.
static u32 sMenuSoundsExtra[] = {
SOUND_MOVING_TERRAIN_SLIDE + (0 << 16),
SOUND_MOVING_TERRAIN_SLIDE + (1 << 16),
SOUND_MOVING_TERRAIN_SLIDE + (2 << 16),
SOUND_MOVING_TERRAIN_SLIDE + (3 << 16),
SOUND_MOVING_TERRAIN_SLIDE + (4 << 16),
SOUND_MOVING_TERRAIN_SLIDE + (5 << 16),
SOUND_MOVING_TERRAIN_SLIDE + (6 << 16),
SOUND_MOVING_LAVA_BURN,
SOUND_MOVING_SLIDE_DOWN_TREE,
SOUND_MOVING_SLIDE_DOWN_POLE,
SOUND_MOVING_QUICKSAND_DEATH,
SOUND_MOVING_TERRAIN_RIDING_SHELL,
NO_SOUND,
SOUND_ENV_BOAT_ROCKING1,
SOUND_ENV_ELEVATOR3,
SOUND_ENV_UNKNOWN2,
SOUND_ENV_WATERFALL1,
SOUND_ENV_WATERFALL2,
SOUND_ENV_ELEVATOR1,
SOUND_ENV_DRONING1,
SOUND_ENV_DRONING2,
SOUND_ENV_ELEVATOR2,
SOUND_ENV_WIND1,
SOUND_ENV_WATER,
SOUND_AIR_BOWSER_SPIT_FIRE,
SOUND_MOVING_AIM_CANNON,
SOUND_AIR_LAKITU_FLY,
SOUND_AIR_AMP_BUZZ,
SOUND_AIR_CASTLE_OUTDOORS_AMBIENT,
SOUND_OBJ2_BIRD_CHIRP1,
SOUND_GENERAL2_BIRD_CHIRP2,
SOUND_OBJ_BIRD_CHIRP3,
SOUND_ENV_ELEVATOR2,
SOUND_AIR_BLOW_WIND,
SOUND_AIR_BLOW_FIRE,
SOUND_ENV_ELEVATOR4,
};
static s8 sPaintingEjectSoundPlayed = FALSE;
void play_menu_sounds_extra(s32 a, void *b);
/**
* Called from threads: thread5_game_loop
*/
void reset_volume(void) {
sMusicVolume = 0;
}
/**
* Called from threads: thread5_game_loop
*/
void lower_background_noise(s32 a) {
switch (a) {
case 1:
set_audio_muted(TRUE);
break;
case 2:
seq_player_lower_volume(SEQ_PLAYER_LEVEL, 60, 40);
break;
}
sMusicVolume |= a;
}
/**
* Called from threads: thread5_game_loop
*/
void raise_background_noise(s32 a) {
switch (a) {
case 1:
set_audio_muted(FALSE);
break;
case 2:
seq_player_unlower_volume(SEQ_PLAYER_LEVEL, 60);
break;
}
sMusicVolume &= ~a;
}
/**
* Called from threads: thread5_game_loop
*/
void disable_background_sound(void) {
if (sBgMusicDisabled == FALSE) {
sBgMusicDisabled = TRUE;
sound_banks_disable(SEQ_PLAYER_SFX, SOUND_BANKS_BACKGROUND);
}
}
/**
* Called from threads: thread5_game_loop
*/
void enable_background_sound(void) {
if (sBgMusicDisabled == TRUE) {
sBgMusicDisabled = FALSE;
sound_banks_enable(SEQ_PLAYER_SFX, SOUND_BANKS_BACKGROUND);
}
}
/**
* Sets the sound mode
*
* Called from threads: thread5_game_loop
*/
void set_sound_mode(u16 soundMode) {
if (soundMode < 3) {
audio_set_sound_mode(sSoundMenuModeToSoundMode[soundMode]);
}
}
/**
* Wrapper method by menu used to set the sound via flags.
*
* Called from threads: thread5_game_loop
*/
void play_menu_sounds(s16 soundMenuFlags) {
if (soundMenuFlags & SOUND_MENU_FLAG_HANDAPPEAR) {
play_sound(SOUND_MENU_HAND_APPEAR, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_HANDISAPPEAR) {
play_sound(SOUND_MENU_HAND_DISAPPEAR, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_UNKNOWN1) {
play_sound(SOUND_MENU_UNK0C, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_PINCHMARIOFACE) {
play_sound(SOUND_MENU_PINCH_MARIO_FACE, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_PINCHMARIOFACE2) {
play_sound(SOUND_MENU_PINCH_MARIO_FACE, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_LETGOMARIOFACE) {
play_sound(SOUND_MENU_LET_GO_MARIO_FACE, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_CAMERAZOOMIN) {
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gGlobalSoundSource);
} else if (soundMenuFlags & SOUND_MENU_FLAG_CAMERAZOOMOUT) {
play_sound(SOUND_MENU_CAMERA_ZOOM_OUT, gGlobalSoundSource);
}
if (soundMenuFlags & 0x100) {
play_menu_sounds_extra(20, NULL);
}
#if ENABLE_RUMBLE
if (soundMenuFlags & SOUND_MENU_FLAG_LETGOMARIOFACE) {
queue_rumble_data(10, 60);
}
#endif
}
/**
* Plays the painting eject sound effect if it has not already been played
*
* Called from threads: thread5_game_loop
*/
//void play_painting_eject_sound(void) {
// if (gRipplingPainting != NULL && gRipplingPainting->state == PAINTING_ENTERED) {
// // ripple when Mario enters painting
// if (!sPaintingEjectSoundPlayed) {
// play_sound(SOUND_GENERAL_PAINTING_EJECT,
// gMarioStates[0].marioObj->header.gfx.cameraToObject);
// }
// sPaintingEjectSoundPlayed = TRUE;
// } else {
// sPaintingEjectSoundPlayed = FALSE;
// }
//}
/**
* Called from threads: thread5_game_loop
*/
//void play_infinite_stairs_music(void) {
// u8 shouldPlay = FALSE;
//
// /* Infinite stairs? */
// if (gCurrLevelNum == LEVEL_CASTLE && gCurrAreaIndex == 2 && gMarioState->numStars < 70) {
// if (gMarioState->floor != NULL && gMarioState->floor->room == 6) {
// if (gMarioState->pos[2] < 2540.0f) {
// shouldPlay = TRUE;
// }
// }
// }
//
// if (sPlayingInfiniteStairs ^ shouldPlay) {
// sPlayingInfiniteStairs = shouldPlay;
// if (shouldPlay) {
// play_secondary_music(SEQ_EVENT_ENDLESS_STAIRS, 0, 255, 1000);
// } else {
// func_80321080(500);
// }
// }
//}
/**
* Called from threads: thread5_game_loop
*/
//void set_background_music(u16 a, u16 seqArgs, s16 fadeTimer) {
// if (gResetTimer == 0 && seqArgs != sCurrentMusic) {
// if (gCurrCreditsEntry != NULL) {
// sound_reset(7);
// } else {
// sound_reset(a);
// }
//
// if (!gNeverEnteredCastle || seqArgs != SEQ_LEVEL_INSIDE_CASTLE) {
// play_music(SEQ_PLAYER_LEVEL, seqArgs, fadeTimer);
// sCurrentMusic = seqArgs;
// }
// }
//}
/**
* Called from threads: thread3_main, thread5_game_loop
*/
void fadeout_music(s16 fadeOutTime) {
func_803210D4(fadeOutTime);
sCurrentMusic = MUSIC_NONE;
sCurrentShellMusic = MUSIC_NONE;
sCurrentCapMusic = MUSIC_NONE;
}
/**
* Called from threads: thread5_game_loop
*/
void fadeout_level_music(s16 fadeTimer) {
seq_player_fade_out(SEQ_PLAYER_LEVEL, fadeTimer);
sCurrentMusic = MUSIC_NONE;
sCurrentShellMusic = MUSIC_NONE;
sCurrentCapMusic = MUSIC_NONE;
}
/**
* Called from threads: thread5_game_loop
*/
void play_cutscene_music(u16 seqArgs) {
play_music(SEQ_PLAYER_LEVEL, seqArgs, 0);
sCurrentMusic = seqArgs;
}
/**
* Called from threads: thread5_game_loop
*/
void play_shell_music(void) {
play_music(SEQ_PLAYER_LEVEL, SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP | SEQ_VARIATION), 0);
sCurrentShellMusic = SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP | SEQ_VARIATION);
}
/**
* Called from threads: thread5_game_loop
*/
void stop_shell_music(void) {
if (sCurrentShellMusic != MUSIC_NONE) {
stop_background_music(sCurrentShellMusic);
sCurrentShellMusic = MUSIC_NONE;
}
}
/**
* Called from threads: thread5_game_loop
*/
void play_cap_music(u16 seqArgs) {
play_music(SEQ_PLAYER_LEVEL, seqArgs, 0);
if (sCurrentCapMusic != MUSIC_NONE && sCurrentCapMusic != seqArgs) {
stop_background_music(sCurrentCapMusic);
}
sCurrentCapMusic = seqArgs;
}
/**
* Called from threads: thread5_game_loop
*/
void fadeout_cap_music(void) {
if (sCurrentCapMusic != MUSIC_NONE) {
fadeout_background_music(sCurrentCapMusic, 600);
}
}
/**
* Called from threads: thread5_game_loop
*/
void stop_cap_music(void) {
if (sCurrentCapMusic != MUSIC_NONE) {
stop_background_music(sCurrentCapMusic);
sCurrentCapMusic = MUSIC_NONE;
}
}
/**
* Called from threads: thread5_game_loop
*/
void play_menu_sounds_extra(s32 a, void *b) {
play_sound(sMenuSoundsExtra[a], b);
}
/**
* Called from threads: thread5_game_loop
*/
//void audio_game_loop_tick(void) {
// audio_signal_game_loop_tick();
//}
/**
* Sound processing thread. Runs at 60 FPS.
*/
//void thread4_sound(UNUSED void *arg) {
// audio_init();
// sound_init();
//
// // Zero-out unused vector
// vec3f_copy(unused80339DC0, gVec3fZero);
//
// osCreateMesgQueue(&sSoundMesgQueue, sSoundMesgBuf, ARRAY_COUNT(sSoundMesgBuf));
// set_vblank_handler(1, &sSoundVblankHandler, &sSoundMesgQueue, (OSMesg) 512);
//
// while (TRUE) {
// OSMesg msg;
//
// osRecvMesg(&sSoundMesgQueue, &msg, OS_MESG_BLOCK);
// if (gResetTimer < 25) {
// struct SPTask *spTask;
// profiler_log_thread4_time();
// spTask = create_next_audio_frame_task();
// if (spTask != NULL) {
// dispatch_audio_sptask(spTask);
// }
// profiler_log_thread4_time();
// }
// }
//}

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@ -0,0 +1,42 @@
#ifndef SOUND_INIT_H
#define SOUND_INIT_H
#include <PR/ultratypes.h>
#include <macros.h>
#define SOUND_MENU_FLAG_HANDAPPEAR 0x01
#define SOUND_MENU_FLAG_HANDISAPPEAR 0x02
#define SOUND_MENU_FLAG_UNKNOWN1 0x04
#define SOUND_MENU_FLAG_PINCHMARIOFACE 0x08
#define SOUND_MENU_FLAG_PINCHMARIOFACE2 0x10
#define SOUND_MENU_FLAG_LETGOMARIOFACE 0x20
#define SOUND_MENU_FLAG_CAMERAZOOMIN 0x40
#define SOUND_MENU_FLAG_CAMERAZOOMOUT 0x80
#define SOUND_MENU_MODE_STEREO 0
#define SOUND_MENU_MODE_MONO 1
#define SOUND_MENU_MODE_HEADSET 2
void reset_volume(void);
void raise_background_noise(s32 a);
void lower_background_noise(s32 a);
void disable_background_sound(void);
void enable_background_sound(void);
void set_sound_mode(u16 soundMode);
void play_menu_sounds(s16 soundMenuFlags);
//void play_painting_eject_sound(void);
//void play_infinite_stairs_music(void);
//void set_background_music(u16 a, u16 seqArgs, s16 fadeTimer);
void fadeout_music(s16 fadeOutTime);
void fadeout_level_music(s16 fadeTimer);
void play_cutscene_music(u16 seqArgs);
void play_shell_music(void);
void stop_shell_music(void);
void play_cap_music(u16 seqArgs);
void fadeout_cap_music(void);
void stop_cap_music(void);
//void audio_game_loop_tick(void);
//void thread4_sound(UNUSED void *arg);
#endif // SOUND_INIT_H

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@ -47,9 +47,9 @@ static void lower_background_noise(s32 a) {}
static void set_camera_mode(struct Camera *c, s16 mode, s16 frames) {}
static void print_text_fmt_int(s32 x, s32 y, const char *str, s32 n) {}
static s16 level_trigger_warp(struct MarioState *m, s32 warpOp) { return 0; }
static void play_cap_music(u16 seqArgs) {}
static void fadeout_cap_music(void) {}
static void stop_cap_music(void) {}
//static void play_cap_music(u16 seqArgs) {}
//static void fadeout_cap_music(void) {}
//static void stop_cap_music(void) {}
static void play_infinite_stairs_music(void) {}
static s32 save_file_get_total_star_count(s32 fileIndex, s32 minCourse, s32 maxCourse) { return 0; }
static u32 save_file_get_flags(void) { return 0; }

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@ -26,6 +26,7 @@
#include "decomp/game/rendering_graph_node.h"
#include "decomp/mario/geo.inc.h"
#include "decomp/game/platform_displacement.h"
#include "decomp/game/sound_init.h"
#include "debug_print.h"
#include "load_surfaces.h"
@ -145,7 +146,7 @@ SM64_LIB_FN void sm64_audio_init( const uint8_t *rom ) {
#define SAMPLES_HIGH 544
#define SAMPLES_LOW 528
extern SM64_LIB_FN uint32_t sm64_audio_tick( uint32_t numQueuedSamples, uint32_t numDesiredSamples, int16_t *audio_buffer ) {
SM64_LIB_FN uint32_t sm64_audio_tick( uint32_t numQueuedSamples, uint32_t numDesiredSamples, int16_t *audio_buffer ) {
if ( !g_is_audio_initialized ) {
DEBUG_PRINT("Attempted to tick audio, but sm64_audio_init() has not been called yet.");
return 0;