fix archive creation, must be o2r

This commit is contained in:
Demur Rumed 2025-04-20 21:25:39 +00:00
commit 17d2e39a57
9 changed files with 1598 additions and 1765 deletions

View file

@ -14,60 +14,55 @@
std::vector<uint32_t> buttonList = { BTN_A, BTN_B, BTN_CUP, BTN_CDOWN, BTN_CLEFT, BTN_CRIGHT, BTN_L, std::vector<uint32_t> buttonList = { BTN_A, BTN_B, BTN_CUP, BTN_CDOWN, BTN_CLEFT, BTN_CRIGHT, BTN_L,
BTN_Z, BTN_R, BTN_START, BTN_DUP, BTN_DDOWN, BTN_DLEFT, BTN_DRIGHT }; BTN_Z, BTN_R, BTN_START, BTN_DUP, BTN_DDOWN, BTN_DLEFT, BTN_DRIGHT };
//Declarations specific to chests. // Declarations specific to chests.
#include "overlays/actors/ovl_En_Box/z_en_box.h" #include "overlays/actors/ovl_En_Box/z_en_box.h"
extern "C" { extern "C" {
void EnBox_WaitOpen(EnBox*, PlayState*); void EnBox_WaitOpen(EnBox*, PlayState*);
} }
//Declarations specific to Babas. // Declarations specific to Babas.
#include "overlays/actors/ovl_En_Karebaba/z_en_karebaba.h" #include "overlays/actors/ovl_En_Karebaba/z_en_karebaba.h"
extern "C" { extern "C" {
void EnKarebaba_DeadItemDrop(EnKarebaba*, PlayState*); void EnKarebaba_DeadItemDrop(EnKarebaba*, PlayState*);
} }
//Declarations specific to Torches // Declarations specific to Torches
#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h" #include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
//Declarations specific to dogs // Declarations specific to dogs
#include "overlays/actors/ovl_En_Dog/z_en_dog.h" #include "overlays/actors/ovl_En_Dog/z_en_dog.h"
extern "C" { extern "C" {
void EnDog_FollowPlayer(EnDog*, PlayState*); void EnDog_FollowPlayer(EnDog*, PlayState*);
s8 EnDog_CanFollow(EnDog*, PlayState*); s8 EnDog_CanFollow(EnDog*, PlayState*);
} }
//User data for the general helper VA. // User data for the general helper VA.
typedef struct typedef struct {
{
s16 currentScene; s16 currentScene;
s8 currentRoom; s8 currentRoom;
bool currentRoomClear; bool currentRoomClear;
}GeneralHelperData; } GeneralHelperData;
typedef struct typedef struct {
{
f32 linearVelocity; f32 linearVelocity;
int framesUntilChime; int framesUntilChime;
}AudioCompassData; } AudioCompassData;
typedef struct typedef struct {
{
int framesUntilAboveChime; int framesUntilAboveChime;
}SwitchData; } SwitchData;
// Begin actor-specific policy callbacks. // Begin actor-specific policy callbacks.
void accessible_en_ishi(AccessibleActor* actor) { void accessible_en_ishi(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false);
//ActorAccessibility_PlaySpecialSound(actor, NA_SE_EN_OCTAROCK_ROCK); // ActorAccessibility_PlaySpecialSound(actor, NA_SE_EN_OCTAROCK_ROCK);
} }
void accessible_en_NPC_Gen(AccessibleActor* actor) { void accessible_en_NPC_Gen(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_VO_NB_LAUGH, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_VO_NB_LAUGH, false);
} }
void accessible_en_chest(AccessibleActor* actor) { void accessible_en_chest(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
EnBox* chest = (EnBox*)actor->actor; EnBox* chest = (EnBox*)actor->actor;
if (chest->actionFunc != EnBox_WaitOpen) if (chest->actionFunc != EnBox_WaitOpen)
@ -77,12 +72,13 @@ void accessible_en_chest(AccessibleActor* actor) {
if (chest->type <= 8 && chest->type >= 5) { if (chest->type <= 8 && chest->type >= 5) {
size = 15; // small size = 15; // small
} else { } else {
size = 30;//large size = 30; // large
} }
if (!(treasureFlag >= 20 && treasureFlag < 32)) { if (!(treasureFlag >= 20 && treasureFlag < 32)) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_TBOX_UNLOCK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_TBOX_UNLOCK, false);
} }
//Only chests that are "waiting to be opened" should play a sound. Chests which have not yet appeared (because some enemy has not been killed, switch has not been hit, etc) will not be in this action mode. // Only chests that are "waiting to be opened" should play a sound. Chests which have not yet appeared (because some
// enemy has not been killed, switch has not been hit, etc) will not be in this action mode.
f32 leftAngle = actor->actor->world.rot.y - 16384; f32 leftAngle = actor->actor->world.rot.y - 16384;
f32 velocityXRight = Math_SinS(leftAngle); f32 velocityXRight = Math_SinS(leftAngle);
f32 velocityZRight = Math_CosS(leftAngle); f32 velocityZRight = Math_CosS(leftAngle);
@ -92,22 +88,19 @@ void accessible_en_chest(AccessibleActor* actor) {
f32 velocityZFront = Math_CosS(frontAngle); f32 velocityZFront = Math_CosS(frontAngle);
f32 xdist = (player->actor.world.pos.x - actor->actor->world.pos.x) * velocityXFront + f32 xdist = (player->actor.world.pos.x - actor->actor->world.pos.x) * velocityXFront +
(player->actor.world.pos.z-actor->actor->world.pos.z) * velocityZFront; (player->actor.world.pos.z - actor->actor->world.pos.z) * velocityZFront;
f32 zdist = fabs((player->actor.world.pos.x - actor->actor->world.pos.x) * velocityXRight + f32 zdist = fabs((player->actor.world.pos.x - actor->actor->world.pos.x) * velocityXRight +
(player->actor.world.pos.z-actor->actor->world.pos.z) * velocityZRight); (player->actor.world.pos.z - actor->actor->world.pos.z) * velocityZRight);
if ((xdist - size / 2) < 0) { if ((xdist - size / 2) < 0) {
ActorAccessibility_SetSoundPitch(actor, 0, 0.5); ActorAccessibility_SetSoundPitch(actor, 0, 0.5);
} else if ((xdist + size / 2) > 0 && zdist < size / 2 && xdist < 150.0) { } else if ((xdist + size / 2) > 0 && zdist < size / 2 && xdist < 150.0) {
ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_DIAMOND_SWITCH, false); ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_DIAMOND_SWITCH, false);
} }
} }
void accessible_en_gerudo(AccessibleActor* actor) { void accessible_en_gerudo(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_VO_NB_LAUGH, false);//update sound for ones that detect you ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_VO_NB_LAUGH, false); // update sound for ones that detect you
} }
void accessible_en_Sign(AccessibleActor* actor) { void accessible_en_Sign(AccessibleActor* actor) {
@ -154,7 +147,7 @@ void accessible_torches(AccessibleActor* actor) {
return; return;
} }
//unlit permanent torches // unlit permanent torches
if ((actor->actor->params) == 8192) { if ((actor->actor->params) == 8192) {
if (torche->litTimer == 0) { if (torche->litTimer == 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_IGNIT, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_IGNIT, false);
@ -162,7 +155,7 @@ void accessible_torches(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_ANUBIS_FIRE, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_ANUBIS_FIRE, false);
} }
} }
//lit permanent torches // lit permanent torches
if ((actor->actor->params) == 9216 || (actor->actor->params) == 962) { if ((actor->actor->params) == 9216 || (actor->actor->params) == 962) {
actor->policy.volume = 0.5; actor->policy.volume = 0.5;
@ -187,18 +180,15 @@ bool accessible_switch_init(AccessibleActor* actor) {
SwitchData* data = (SwitchData*)malloc(sizeof(SwitchData)); SwitchData* data = (SwitchData*)malloc(sizeof(SwitchData));
data->framesUntilAboveChime = 0; data->framesUntilAboveChime = 0;
if (data == NULL) if (data == NULL)
return false;//failure to allocate memory. return false; // failure to allocate memory.
actor->userData = (void*) data; actor->userData = (void*)data;
return true; return true;
} }
void accessible_switch_cleanup(AccessibleActor* actor) void accessible_switch_cleanup(AccessibleActor* actor) {
{
free(actor->userData); free(actor->userData);
} }
void accessible_switch(AccessibleActor * actor) { void accessible_switch(AccessibleActor* actor) {
SwitchData* data = (SwitchData*)actor->userData; SwitchData* data = (SwitchData*)actor->userData;
@ -211,26 +201,24 @@ void accessible_switch_cleanup(AccessibleActor* actor)
} }
if (scale.y >= 33.0f / 200.0f) { if (scale.y >= 33.0f / 200.0f) {
if (actor->play->sceneNum == 0 && actor->play->roomCtx.curRoom.num == 5 && actor->xzDistToPlayer < 20) { if (actor->play->sceneNum == 0 && actor->play->roomCtx.curRoom.num == 5 && actor->xzDistToPlayer < 20) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false);//Should result in same behaviour. ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH,
false); // Should result in same behaviour.
} }
if (actor->frameCount % 30 != 0) { if (actor->frameCount % 30 != 0) {
return; return;
} }
ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_FOOT_SWITCH, false); ActorAccessibility_PlaySoundForActor(actor, 1, NA_SE_EV_FOOT_SWITCH, false);
}
} }
else if (actor->frameCount % 30 != 0) { } else if (actor->frameCount % 30 != 0) {
return; return;
} } else if ((actor->actor->params & 7) == 1) {
else if ((actor->actor->params & 7) == 1) {
if (actor->xyzDistToPlayer > 800) { if (actor->xyzDistToPlayer > 800) {
return; return;
} }
if (scale.y >= 33.0f / 200.0f) { //(!(Flags_GetSwitch(actor->play, (actor->params >> 8 & 0x3F)))) { if (scale.y >= 33.0f / 200.0f) { //(!(Flags_GetSwitch(actor->play, (actor->params >> 8 & 0x3F)))) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_HAMMER_HIT, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_HAMMER_HIT, false);
} }
} } else if ((actor->actor->params & 7) == 2) {
else if ((actor->actor->params & 7) == 2) {
if (sw->eyeTexIndex == 0) { //(!(Flags_GetSwitch(actor->play, (actor->params >> 8 & 0x3F)))) if (sw->eyeTexIndex == 0) { //(!(Flags_GetSwitch(actor->play, (actor->params >> 8 & 0x3F))))
// make it only play for open eye // make it only play for open eye
actor->policy.aimAssist.isProvider = true; actor->policy.aimAssist.isProvider = true;
@ -243,9 +231,7 @@ void accessible_switch_cleanup(AccessibleActor* actor)
return; return;
} }
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false);
} }
} }
void accessible_larva(AccessibleActor* actor) { void accessible_larva(AccessibleActor* actor) {
@ -261,7 +247,6 @@ void accessible_va_prototype(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_EXPLOSION, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_EXPLOSION, false);
} }
void accessible_maruta(AccessibleActor* actor) { void accessible_maruta(AccessibleActor* actor) {
@ -288,7 +273,7 @@ void accessible_area_change(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FANTOM_WARP_L, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FANTOM_WARP_L, false);
}*/ }*/
//hyrule field attenuation // hyrule field attenuation
if (actor->play->sceneNum == 81) { if (actor->play->sceneNum == 81) {
if (actor->xzDistToPlayer > 700) { if (actor->xzDistToPlayer > 700) {
actor->policy.distance = actor->xzDistToPlayer * 1.2; actor->policy.distance = actor->xzDistToPlayer * 1.2;
@ -302,7 +287,7 @@ void accessible_area_change(AccessibleActor* actor) {
} }
} }
} }
//kakariko village attenuation // kakariko village attenuation
else if (actor->play->sceneNum == 82) { else if (actor->play->sceneNum == 82) {
if (actor->sceneIndex == 83 || actor->sceneIndex == 81 || actor->sceneIndex == 96) { if (actor->sceneIndex == 83 || actor->sceneIndex == 81 || actor->sceneIndex == 96) {
actor->policy.runsAlways = true; actor->policy.runsAlways = true;
@ -325,8 +310,7 @@ void accessible_area_change(AccessibleActor* actor) {
} else if (actor->sceneIndex == 8) { } else if (actor->sceneIndex == 8) {
if (!(((gSaveContext.eventChkInf[6]) >> (7)) & 1)) if (!(((gSaveContext.eventChkInf[6]) >> (7)) & 1))
return; return;
} } else {
else {
actor->policy.ydist = 500; actor->policy.ydist = 500;
actor->policy.distance = 1000; actor->policy.distance = 1000;
if (actor->xzDistToPlayer > 1000) { if (actor->xzDistToPlayer > 1000) {
@ -335,7 +319,6 @@ void accessible_area_change(AccessibleActor* actor) {
} }
} }
else if (actor->play->sceneNum == 91 || actor->play->sceneNum == 69 || actor->play->sceneNum == 70) { else if (actor->play->sceneNum == 91 || actor->play->sceneNum == 69 || actor->play->sceneNum == 70) {
actor->policy.distance = 1000; actor->policy.distance = 1000;
if (actor->xzDistToPlayer > 1000) { if (actor->xzDistToPlayer > 1000) {
@ -360,17 +343,17 @@ void accessible_area_change(AccessibleActor* actor) {
} else { } else {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SARIA_MELODY, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SARIA_MELODY, false);
} }
//kokiri forest and lost woods // kokiri forest and lost woods
} else if (actor->play->sceneNum >= 17 && actor->play->sceneNum <= 25) { } else if (actor->play->sceneNum >= 17 && actor->play->sceneNum <= 25) {
return; // dont check for entrances while in boss rooms return; // dont check for entrances while in boss rooms
} else if (actor->sceneIndex == 81) { } else if (actor->sceneIndex == 81) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL, false);
//hyrule field // hyrule field
} else if (actor->sceneIndex == 10 && actor->play->sceneNum != 85) {//temp } else if (actor->sceneIndex == 10 && actor->play->sceneNum != 85) { // temp
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_OC_DOOR_OPEN, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_OC_DOOR_OPEN, false);
} else if (actor->sceneIndex <= 11) { } else if (actor->sceneIndex <= 11) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FANTOM_WARP_L, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FANTOM_WARP_L, false);
//dungeons // dungeons
} else if (actor->sceneIndex >= 27 && actor->sceneIndex <= 29) { } else if (actor->sceneIndex >= 27 && actor->sceneIndex <= 29) {
if (actor->play->sceneNum >= 32 && actor->play->sceneNum <= 34) { if (actor->play->sceneNum >= 32 && actor->play->sceneNum <= 34) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL, false);
@ -379,7 +362,7 @@ void accessible_area_change(AccessibleActor* actor) {
} }
} else if (actor->sceneIndex >= 30 && actor->sceneIndex <= 33) { } else if (actor->sceneIndex >= 30 && actor->sceneIndex <= 33) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false);
//market sound // market sound
} else if ((actor->sceneIndex >= 34 && actor->sceneIndex <= 36) || actor->sceneIndex == 67) { } else if ((actor->sceneIndex >= 34 && actor->sceneIndex <= 36) || actor->sceneIndex == 67) {
if (actor->play->sceneNum == 67) { if (actor->play->sceneNum == 67) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false);
@ -387,55 +370,54 @@ void accessible_area_change(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_STONE_BOUND, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_STONE_BOUND, false);
} }
//ToT sound // ToT sound
} else if (actor->sceneIndex == 69 || actor->sceneIndex == 70) { } else if (actor->sceneIndex == 69 || actor->sceneIndex == 70) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_MUSI_SINK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_MUSI_SINK, false);
} else if (actor->sceneIndex == 82) { } else if (actor->sceneIndex == 82) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_CHICKEN_CRY_M, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_CHICKEN_CRY_M, false);
//kakariko sound // kakariko sound
} else if (actor->sceneIndex == 83) { } else if (actor->sceneIndex == 83) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_PO_APPEAR, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_PO_APPEAR, false);
//graveyard sound // graveyard sound
} else if (actor->sceneIndex == 84 || actor->sceneIndex == 88 || actor->sceneIndex == 89) { //last one is zora fountain maybe seperate? } else if (actor->sceneIndex == 84 || actor->sceneIndex == 88 ||
actor->sceneIndex == 89) { // last one is zora fountain maybe seperate?
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_RIVER_STREAM_S, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_RIVER_STREAM_S, false);
//zora sound // zora sound
} else if (actor->sceneIndex == 86) {//might not need to exist } else if (actor->sceneIndex == 86) { // might not need to exist
//forest medow sound // forest medow sound
} else if (actor->sceneIndex == 87) { } else if (actor->sceneIndex == 87) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_WATER_WALL, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_WATER_WALL, false);
//Lake Hylia sound // Lake Hylia sound
} else if (actor->sceneIndex == 90 || actor->sceneIndex == 93) { //gerudo valley and fortress } else if (actor->sceneIndex == 90 || actor->sceneIndex == 93) { // gerudo valley and fortress
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_GERUDOFT_BREATH, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_GERUDOFT_BREATH, false);
//gerudo valley sound // gerudo valley sound
} else if (actor->sceneIndex == 92 || actor->sceneIndex == 94) {//haunted wasteland and desert colosus } else if (actor->sceneIndex == 92 || actor->sceneIndex == 94) { // haunted wasteland and desert colosus
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SAND_STORM, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SAND_STORM, false);
} else if (actor->sceneIndex == 100 || actor->sceneIndex ==95) { } else if (actor->sceneIndex == 100 || actor->sceneIndex == 95) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_BRIDGE_OPEN, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_BRIDGE_OPEN, false);
//Hyrule Castle sound // Hyrule Castle sound
} else if (actor->sceneIndex == 96) { } else if (actor->sceneIndex == 96) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_DODO_K_ROLL, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_DODO_K_ROLL, false);
//DMT sound // DMT sound
} else if (actor->sceneIndex == 97) { } else if (actor->sceneIndex == 97) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_DODO_K_LAVA, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_DODO_K_LAVA, false);
//DMC sound // DMC sound
} else if (actor->sceneIndex == 98) { } else if (actor->sceneIndex == 98) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_DARUNIA_HIT_BREAST, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_DARUNIA_HIT_BREAST, false);
//Goron City // Goron City
} else if (actor->sceneIndex == 99) { } else if (actor->sceneIndex == 99) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_COW_CRY, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_COW_CRY, false);
//Lon Lon // Lon Lon
} else if (actor->sceneIndex >= 17 && actor->sceneIndex <= 25) { } else if (actor->sceneIndex >= 17 && actor->sceneIndex <= 25) {
return;//boss rooms return; // boss rooms
} } else {
else {
actor->policy.distance = 500; actor->policy.distance = 500;
if (actor->play->sceneNum == 83) { if (actor->play->sceneNum == 83) {
actor->policy.ydist = 0; actor->policy.ydist = 0;
} }
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_OC_DOOR_OPEN, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_OC_DOOR_OPEN, false);
} }
} }
@ -455,7 +437,6 @@ void accessible_231_dekus(AccessibleActor* actor) {
} else { } else {
return; return;
} }
} }
void accessible_hana(AccessibleActor* actor) { void accessible_hana(AccessibleActor* actor) {
@ -464,7 +445,6 @@ void accessible_hana(AccessibleActor* actor) {
} else if (actor->actor->params == 0) { } else if (actor->actor->params == 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIG_UP, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIG_UP, false);
} }
} }
void accessible_climable(AccessibleActor* actor) { void accessible_climable(AccessibleActor* actor) {
@ -482,14 +462,15 @@ void accessible_en_guard(AccessibleActor* actor) {
f32 guardsfx = NA_SE_IT_SWORD_IMPACT; f32 guardsfx = NA_SE_IT_SWORD_IMPACT;
if (fabs(actor->actor->world.pos.x - player->actor.world.pos.x) > if (fabs(actor->actor->world.pos.x - player->actor.world.pos.x) >
fabs(actor->actor->world.pos.z - player->actor.world.pos.z)) { fabs(actor->actor->world.pos.z - player->actor.world.pos.z)) {
if (fabs(actor->actor->shape.rot.y - 16384) <1000) { if (actor->actor->world.pos.x < player->actor.world.pos.x) { if (fabs(actor->actor->shape.rot.y - 16384) < 1000) {
if (actor->actor->world.pos.x < player->actor.world.pos.x) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false); ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false);
ActorAccessibility_SetSoundPitch(actor, 0, 2.0); ActorAccessibility_SetSoundPitch(actor, 0, 2.0);
} else { } else {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false); ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.2); ActorAccessibility_SetSoundPitch(actor, 0, 0.2);
} }
} else if ((actor->actor->shape.rot.y + 16384)<1000) { } else if ((actor->actor->shape.rot.y + 16384) < 1000) {
if (actor->actor->world.pos.x < player->actor.world.pos.x) { if (actor->actor->world.pos.x < player->actor.world.pos.x) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false); ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.2); ActorAccessibility_SetSoundPitch(actor, 0, 0.2);
@ -510,7 +491,7 @@ void accessible_en_guard(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false); ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.2); ActorAccessibility_SetSoundPitch(actor, 0, 0.2);
} }
} else if (fabs(actor->actor->shape.rot.y+32768)<1000) { } else if (fabs(actor->actor->shape.rot.y + 32768) < 1000) {
if (actor->actor->world.pos.z < player->actor.world.pos.z) { if (actor->actor->world.pos.z < player->actor.world.pos.z) {
ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false); ActorAccessibility_PlaySoundForActor(actor, 0, guardsfx, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.2); ActorAccessibility_SetSoundPitch(actor, 0, 0.2);
@ -523,8 +504,6 @@ void accessible_en_guard(AccessibleActor* actor) {
ActorAccessibility_SetSoundPitch(actor, 0, 1.0); ActorAccessibility_SetSoundPitch(actor, 0, 1.0);
} }
} }
} }
void accessible_en_dogs(AccessibleActor* actor) { void accessible_en_dogs(AccessibleActor* actor) {
@ -533,14 +512,12 @@ void accessible_en_dogs(AccessibleActor* actor) {
dog->actionFunc = EnDog_FollowPlayer; dog->actionFunc = EnDog_FollowPlayer;
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false);
ActorAccessibility_SetSoundPitch(actor, 0, 1.0); ActorAccessibility_SetSoundPitch(actor, 0, 1.0);
} }
if (actor->frameCount % 30 != 0) { if (actor->frameCount % 30 != 0) {
return; return;
} }
if (actor->actor->params == 608 || actor->actor->params == 336 || actor->actor->params == 304 || if (actor->actor->params == 608 || actor->actor->params == 336 || actor->actor->params == 304 ||
actor->actor->params == 3088 || actor->actor->params == 3088 || actor->actor->params == 2576 || actor->actor->params < 0) {
actor->actor->params == 2576 || actor->actor->params <0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false);
ActorAccessibility_SetSoundPitch(actor, 0, 2.0); ActorAccessibility_SetSoundPitch(actor, 0, 2.0);
@ -548,7 +525,6 @@ void accessible_en_dogs(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_SMALL_DOG_BARK, false);
ActorAccessibility_SetSoundPitch(actor, 0, 0.5); ActorAccessibility_SetSoundPitch(actor, 0, 0.5);
} }
} }
void accessible_goma(AccessibleActor* actor) { void accessible_goma(AccessibleActor* actor) {
@ -562,7 +538,7 @@ void accessible_door_of_time(AccessibleActor* actor) {
ActorAccessibility_PlaySampleForActor(actor, 0, "Chanting", false); ActorAccessibility_PlaySampleForActor(actor, 0, "Chanting", false);
ActorAccessibility_SetSoundPitch(actor, 0, 1.0); ActorAccessibility_SetSoundPitch(actor, 0, 1.0);
//ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false); // ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_DIAMOND_SWITCH, false);
} }
void accessible_sticks(AccessibleActor* actor) { void accessible_sticks(AccessibleActor* actor) {
@ -574,7 +550,6 @@ void accessible_sticks(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_NUTS_DAMAGE, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_NUTS_DAMAGE, false);
} }
} }
void accessible_graveyard_soil(AccessibleActor* actor) { void accessible_graveyard_soil(AccessibleActor* actor) {
@ -602,40 +577,31 @@ bool accessible_general_helper_init(AccessibleActor* actor) {
actor->userData = data; actor->userData = data;
return true; return true;
} }
void accessible_general_helper_cleanup(AccessibleActor* actor) void accessible_general_helper_cleanup(AccessibleActor* actor) {
{
free(actor->userData); free(actor->userData);
actor->userData = NULL; actor->userData = NULL;
} }
void accessible_va_general_helper(AccessibleActor* actor) void accessible_va_general_helper(AccessibleActor* actor) {
{
GeneralHelperData* data = (GeneralHelperData*)actor->userData; GeneralHelperData* data = (GeneralHelperData*)actor->userData;
if (data->currentScene == actor->play->sceneNum && data->currentRoom != actor->play->roomCtx.curRoom.num) if (data->currentScene == actor->play->sceneNum && data->currentRoom != actor->play->roomCtx.curRoom.num) {
{
ActorAccessibility_AnnounceRoomNumber(actor->play); ActorAccessibility_AnnounceRoomNumber(actor->play);
data->currentRoom = actor->play->roomCtx.curRoom.num; data->currentRoom = actor->play->roomCtx.curRoom.num;
data->currentRoomClear = Flags_GetClear(actor->play, data->currentRoom); data->currentRoomClear = Flags_GetClear(actor->play, data->currentRoom);
} }
if (data->currentScene != actor->play->sceneNum) if (data->currentScene != actor->play->sceneNum) {
{
ActorAccessibility_InterpretCurrentScene(actor->play); ActorAccessibility_InterpretCurrentScene(actor->play);
data->currentScene = actor->play->sceneNum; data->currentScene = actor->play->sceneNum;
data->currentRoom = actor->play->roomCtx.curRoom.num; data->currentRoom = actor->play->roomCtx.curRoom.num;
data->currentRoomClear = Flags_GetClear(actor->play, data->currentRoom); data->currentRoomClear = Flags_GetClear(actor->play, data->currentRoom);
} }
//Report when a room is completed. // Report when a room is completed.
if (!data->currentRoomClear && Flags_GetClear(actor->play, data->currentRoom)) if (!data->currentRoomClear && Flags_GetClear(actor->play, data->currentRoom)) {
{
data->currentRoomClear = Flags_GetClear(actor->play, data->currentRoom); data->currentRoomClear = Flags_GetClear(actor->play, data->currentRoom);
ActorAccessibility_AnnounceRoomNumber(actor->play); ActorAccessibility_AnnounceRoomNumber(actor->play);
} }
} }
bool accessible_audio_compass_init(AccessibleActor* actor) bool accessible_audio_compass_init(AccessibleActor* actor) {
{
AudioCompassData* data = (AudioCompassData*)malloc(sizeof(AudioCompassData)); AudioCompassData* data = (AudioCompassData*)malloc(sizeof(AudioCompassData));
if (data == NULL) if (data == NULL)
return false; return false;
@ -644,24 +610,22 @@ bool accessible_audio_compass_init(AccessibleActor* actor)
actor->userData = data; actor->userData = data;
return true; return true;
} }
void accessible_audio_compass_cleanup(AccessibleActor* actor) void accessible_audio_compass_cleanup(AccessibleActor* actor) {
{
free(actor->userData); free(actor->userData);
} }
void accessible_audio_compass(AccessibleActor* actor) { void accessible_audio_compass(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
if (player->stateFlags1 & PLAYER_STATE1_Z_TARGETING || player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER) if (player->stateFlags1 & PLAYER_STATE1_Z_TARGETING || player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER)
return; return;
OSContPad* trackerButtonsPressed = std::dynamic_pointer_cast<LUS::ControlDeck>(Ship::Context::GetInstance()->GetControlDeck())->GetPads(); OSContPad* trackerButtonsPressed =
std::dynamic_pointer_cast<LUS::ControlDeck>(Ship::Context::GetInstance()->GetControlDeck())->GetPads();
AudioCompassData* data = (AudioCompassData*)actor->userData; AudioCompassData* data = (AudioCompassData*)actor->userData;
bool compassCombo = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttonList[11] && bool compassCombo = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttonList[11] &&
trackerButtonsPressed[0].button & buttonList[6]; trackerButtonsPressed[0].button & buttonList[6];
actor->world.pos = player->actor.world.pos; actor->world.pos = player->actor.world.pos;
actor->world.pos.z -= 50; actor->world.pos.z -= 50;
if (data->framesUntilChime > 0) if (data->framesUntilChime > 0)
data->framesUntilChime--; data->framesUntilChime--;
if (compassCombo && data->framesUntilChime <= 0) { if (compassCombo && data->framesUntilChime <= 0) {
@ -670,47 +634,44 @@ void accessible_audio_compass(AccessibleActor* actor) {
data->framesUntilChime = 30; data->framesUntilChime = 30;
} }
/* Player* player = GET_PLAYER(actor->play); /* Player* player = GET_PLAYER(actor->play);
if (player->stateFlags1 & PLAYER_STATE1_Z_TARGETING || player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER) if (player->stateFlags1 & PLAYER_STATE1_Z_TARGETING || player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER)
return; return;
actor->world.pos = player->actor.world.pos; actor->world.pos = player->actor.world.pos;
actor->world.pos.z -= 50; actor->world.pos.z -= 50;
bool shouldChime = false; bool shouldChime = false;
if (actor->world.rot.y != player->actor.world.rot.y) { if (actor->world.rot.y != player->actor.world.rot.y) {
actor->world.rot.y = player->actor.world.rot.y; actor->world.rot.y = player->actor.world.rot.y;
if (player->linearVelocity == 0) if (player->linearVelocity == 0)
shouldChime = true; shouldChime = true;
} }
AudioCompassData* data = (AudioCompassData*)actor->userData; AudioCompassData* data = (AudioCompassData*)actor->userData;
if (data->linearVelocity == 0.0 && player->linearVelocity > 0.0) { if (data->linearVelocity == 0.0 && player->linearVelocity > 0.0) {
shouldChime = true; shouldChime = true;
} }
data->linearVelocity = player->linearVelocity; data->linearVelocity = player->linearVelocity;
if (data->framesUntilChime > 0) if (data->framesUntilChime > 0)
data->framesUntilChime--; data->framesUntilChime--;
if (shouldChime && data->framesUntilChime <= 0) { if (shouldChime && data->framesUntilChime <= 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, actor->policy.sound, false); ActorAccessibility_PlaySoundForActor(actor, 0, actor->policy.sound, false);
data->framesUntilChime = 10; data->framesUntilChime = 10;
}*/ }*/
} }
void accessible_stick_warning(AccessibleActor* actor) { void accessible_stick_warning(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
actor->world.pos = player->actor.world.pos; actor->world.pos = player->actor.world.pos;
actor->world.pos.z -= 50; actor->world.pos.z -= 50;
if (fabs(player->unk_860 - 25) < 24.0 && player->heldItemId==0) { if (fabs(player->unk_860 - 25) < 24.0 && player->heldItemId == 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_SY_WARNING_COUNT_N, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_SY_WARNING_COUNT_N, false);
} }
} }
void ActorAccessibility_InitActors() { void ActorAccessibility_InitActors() {
const int Npc_Frames = 35; const int Npc_Frames = 35;
ActorAccessibilityPolicy policy; ActorAccessibilityPolicy policy;
ActorAccessibility_InitPolicy(&policy, "Rock", accessible_en_ishi, 0); ActorAccessibility_InitPolicy(&policy, "Rock", accessible_en_ishi, 0);
@ -826,7 +787,7 @@ void accessible_stick_warning(AccessibleActor* actor) {
policy.distance = 800; policy.distance = 800;
ActorAccessibility_AddSupportedActor(ACTOR_EN_KANBAN, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_KANBAN, policy);
//ACTOR_EN_A_OBJ has exactly the same configuration. // ACTOR_EN_A_OBJ has exactly the same configuration.
ActorAccessibility_AddSupportedActor(ACTOR_EN_A_OBJ, policy); ActorAccessibility_AddSupportedActor(ACTOR_EN_A_OBJ, policy);
ActorAccessibility_InitPolicy(&policy, "Large Crate", NULL, NA_SE_EV_WOODBOX_BREAK); ActorAccessibility_InitPolicy(&policy, "Large Crate", NULL, NA_SE_EV_WOODBOX_BREAK);
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_KIBAKO2, policy); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_KIBAKO2, policy);
@ -882,7 +843,6 @@ void accessible_stick_warning(AccessibleActor* actor) {
policy.ydist = 200; policy.ydist = 200;
policy.pitch = 1.1; policy.pitch = 1.1;
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_SWITCH, policy); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_SWITCH, policy);
ActorAccessibility_InitPolicy(&policy, "Ocarina Spots", NULL, NA_SE_EV_DIAMOND_SWITCH); ActorAccessibility_InitPolicy(&policy, "Ocarina Spots", NULL, NA_SE_EV_DIAMOND_SWITCH);
policy.n = 30; policy.n = 30;
@ -902,14 +862,14 @@ void accessible_stick_warning(AccessibleActor* actor) {
policy.distance = 800; policy.distance = 800;
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_SYOKUDAI, policy); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_SYOKUDAI, policy);
ActorAccessibility_InitPolicy(&policy, "Deku Tree Moving Platform", accessible_hasi, 0); ActorAccessibility_InitPolicy(&policy, "Deku Tree Moving Platform", accessible_hasi, 0);
//policy.volume = 1.3; // policy.volume = 1.3;
policy.distance = 1000; policy.distance = 1000;
ActorAccessibility_AddSupportedActor(ACTOR_BG_YDAN_HASI, policy); ActorAccessibility_AddSupportedActor(ACTOR_BG_YDAN_HASI, policy);
ActorAccessibility_InitPolicy(&policy, "Pot", NULL, NA_SE_EV_POT_BROKEN); ActorAccessibility_InitPolicy(&policy, "Pot", NULL, NA_SE_EV_POT_BROKEN);
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_TSUBO, policy); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_TSUBO, policy);
//ActorAccessibility_InitPolicy(&policy, "Deku Tree Entrance", NULL, NA_SE_EV_FANTOM_WARP_L); // ActorAccessibility_InitPolicy(&policy, "Deku Tree Entrance", NULL, NA_SE_EV_FANTOM_WARP_L);
//policy.distance = 5000; // policy.distance = 5000;
//ActorAccessibility_AddSupportedActor(ACTOR_BG_TREEMOUTH, policy); // ActorAccessibility_AddSupportedActor(ACTOR_BG_TREEMOUTH, policy);
ActorAccessibility_InitPolicy(&policy, "Platform collapsable", NULL, NA_SE_EV_BLOCK_SHAKE); ActorAccessibility_InitPolicy(&policy, "Platform collapsable", NULL, NA_SE_EV_BLOCK_SHAKE);
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_LIFT, policy); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_LIFT, policy);
ActorAccessibility_InitPolicy(&policy, "Ladder in Slingshot Room", accessible_maruta, 0); ActorAccessibility_InitPolicy(&policy, "Ladder in Slingshot Room", accessible_maruta, 0);
@ -964,9 +924,9 @@ void accessible_stick_warning(AccessibleActor* actor) {
policy.distance = 2000; policy.distance = 2000;
ActorAccessibility_AddSupportedActor(VA_CRAWLSPACE, policy); ActorAccessibility_AddSupportedActor(VA_CRAWLSPACE, policy);
ActorAccessibility_InitPolicy(&policy, "Ladder/climable", accessible_climable, 0); ActorAccessibility_InitPolicy(&policy, "Ladder/climable", accessible_climable, 0);
//policy.volume = 1.5; // policy.volume = 1.5;
policy.pitch = 1.3; policy.pitch = 1.3;
//policy.distance = 2000; // policy.distance = 2000;
ActorAccessibility_AddSupportedActor(VA_CLIMB, policy); ActorAccessibility_AddSupportedActor(VA_CLIMB, policy);
ActorAccessibility_InitPolicy(&policy, "Door", NULL, NA_SE_OC_DOOR_OPEN); ActorAccessibility_InitPolicy(&policy, "Door", NULL, NA_SE_OC_DOOR_OPEN);
policy.n = 30; policy.n = 30;
@ -978,15 +938,14 @@ void accessible_stick_warning(AccessibleActor* actor) {
policy.n = 60; policy.n = 60;
policy.distance = 100000; policy.distance = 100000;
ActorAccessibility_AddSupportedActor(VA_AREA_CHANGE, policy); ActorAccessibility_AddSupportedActor(VA_AREA_CHANGE, policy);
ActorAccessibility_InitPolicy(&policy, "marker", NULL, ActorAccessibility_InitPolicy(&policy, "marker", NULL, NA_SE_EV_DIAMOND_SWITCH);
NA_SE_EV_DIAMOND_SWITCH);
policy.distance = 1000; policy.distance = 1000;
policy.pitch = 1.7; policy.pitch = 1.7;
ActorAccessibility_AddSupportedActor(VA_MARKER, policy); ActorAccessibility_AddSupportedActor(VA_MARKER, policy);
//ActorAccessibility_InitPolicy(&policy, "Spike", NULL, NA_SE_EV_DIAMOND_SWITCH); // ActorAccessibility_InitPolicy(&policy, "Spike", NULL, NA_SE_EV_DIAMOND_SWITCH);
//policy.distance = 200; // policy.distance = 200;
//policy.pitch = 0.5; // policy.pitch = 0.5;
//ActorAccessibility_AddSupportedActor(VA_SPIKE, policy); // ActorAccessibility_AddSupportedActor(VA_SPIKE, policy);
ActorAccessibility_InitPolicy(&policy, "Stick Burnout Warning", accessible_stick_warning, 0); ActorAccessibility_InitPolicy(&policy, "Stick Burnout Warning", accessible_stick_warning, 0);
policy.n = 1; policy.n = 1;
policy.runsAlways = true; policy.runsAlways = true;
@ -1002,27 +961,27 @@ void accessible_stick_warning(AccessibleActor* actor) {
policy.cleanupUserData = accessible_audio_compass_cleanup; policy.cleanupUserData = accessible_audio_compass_cleanup;
policy.initUserData = accessible_audio_compass_init; policy.initUserData = accessible_audio_compass_init;
policy.runsAlways = true; policy.runsAlways = true;
policy.sound = NA_SE_EV_SHIP_BELL;//Setting this here so it's easy to change if we ever decide to change it. policy.sound = NA_SE_EV_SHIP_BELL; // Setting this here so it's easy to change if we ever decide to change it.
policy.pitch = 0.5; policy.pitch = 0.5;
ActorAccessibility_AddSupportedActor(VA_AUDIO_COMPASS, policy); ActorAccessibility_AddSupportedActor(VA_AUDIO_COMPASS, policy);
// Now query a list of virtual actors for a given // Now query a list of virtual actors for a given
// location (scene // location (scene
// and room // and room
// number). // number).
VirtualActorList* list = (VirtualActorList*)ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0);//Global/ omnipresent. VirtualActorList* list =
(VirtualActorList*)ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0); // Global/ omnipresent.
// Now place the actor. // Now place the actor.
ActorAccessibility_AddVirtualActor(list, VA_GENERAL_HELPER, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_GENERAL_HELPER, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_AUDIO_COMPASS, { { 0.0, 0.0, 0.0}, { 0, 0, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_AUDIO_COMPASS, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_STICK_WARNING, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_STICK_WARNING, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
list = ActorAccessibility_GetVirtualActorList(85, 0); // Kokiri Forest list = ActorAccessibility_GetVirtualActorList(85, 0); // Kokiri Forest
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -784.0, 120.0, 1046.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -784.0, 120.0, 1046.00 }, { 0, 14702, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 2146.5, 1.0, -142.8 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 2146.5, 1.0, -142.8 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -547.0, 60.0, -1036.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -547.0, 60.0, -1036.00 }, { 0, 14702, 0 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -29.0, -80.0, 983.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -29.0, -80.0, 983.00 }, { 0, 14702, 0 } });
/*ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -448.0, 0.0, -528.00 }, { 0, 14702, 0 } }); /*ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -448.0, 0.0, -528.00 }, { 0, 14702, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -1082.0, 120.0, 383.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -1082.0, 120.0, 383.00 }, { 0, 14702, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -27.0, 100.0, 1117.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -27.0, 100.0, 1117.00 }, { 0, 14702, 0 } });
@ -1030,50 +989,52 @@ void accessible_stick_warning(AccessibleActor* actor) {
ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 1046.0, 0.0, 549.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 1046.0, 0.0, 549.00 }, { 0, 14702, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 848.0, 0.0, -323.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 848.0, 0.0, -323.00 }, { 0, 14702, 0 } });
*/ */
//ActorAccessibility_AddVirtualActor(list, VA_AREA_CHANGE,{ { -317.0, 373.2, -1542.00 }, {0, 14702, 0 }}, AREA_KORIRI); // ActorAccessibility_AddVirtualActor(list, VA_AREA_CHANGE,{ { -317.0, 373.2, -1542.00 }, {0, 14702, 0 }},
// AREA_KORIRI);
//ActorAccessibility_AddVirtualActor(list, VA_AREA_CHANGE, { { -1380.0, -67.0, -288.00 }, { 0, 14702, 0 } }, AREA_HYRULE_FIELD); // ActorAccessibility_AddVirtualActor(list, VA_AREA_CHANGE, { { -1380.0, -67.0, -288.00 }, { 0, 14702, 0 } },
// AREA_HYRULE_FIELD);
list = ActorAccessibility_GetVirtualActorList(85, 2); // Kokiri Forest Room with boulder and kokiri sword list = ActorAccessibility_GetVirtualActorList(85, 2); // Kokiri Forest Room with boulder and kokiri sword
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -788.0, 120.0, 1392.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -788.0, 120.0, 1392.00 }, { 0, 14702, 0 } });
//list = ActorAccessibility_GetVirtualActorList(38, 0); //know-it-all house // list = ActorAccessibility_GetVirtualActorList(38, 0); //know-it-all house
//ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 12.0, 0.0, -131.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 12.0, 0.0, -131.00 }, { 0, 14702, 0 } });
//list = ActorAccessibility_GetVirtualActorList(40, 0); // mido house // list = ActorAccessibility_GetVirtualActorList(40, 0); // mido house
//ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -6.6, 0.0, -179.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { -6.6, 0.0, -179.00 }, { 0, 14702, 0 } });
//list = ActorAccessibility_GetVirtualActorList(52, 0); // link's house // list = ActorAccessibility_GetVirtualActorList(52, 0); // link's house
//ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 2.3, 0.0, -134.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 2.3, 0.0, -134.00 }, { 0, 14702, 0 } });
//list = ActorAccessibility_GetVirtualActorList(41, 0); // saria's house // list = ActorAccessibility_GetVirtualActorList(41, 0); // saria's house
//ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 1.7, 0.0, -188.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 1.7, 0.0, -188.00 }, { 0, 14702, 0 } });
//list = ActorAccessibility_GetVirtualActorList(39, 0); // twins house // list = ActorAccessibility_GetVirtualActorList(39, 0); // twins house
//ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 3.0, 0.0, -179.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 3.0, 0.0, -179.00 }, { 0, 14702, 0 } });
//list = ActorAccessibility_GetVirtualActorList(45, 0); // Kokiri Shop // list = ActorAccessibility_GetVirtualActorList(45, 0); // Kokiri Shop
//ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 0.0, 0.0, 150.00 }, { 0, 14702, 0 } }); // ActorAccessibility_AddVirtualActor(list, VA_DOOR, { { 0.0, 0.0, 150.00 }, { 0, 14702, 0 } });
list = ActorAccessibility_GetVirtualActorList(0, 0);//deku tree main room list = ActorAccessibility_GetVirtualActorList(0, 0); // deku tree main room
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -226.7, 0, 197.0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -226.7, 0, 197.0 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 118.6, 0, -286.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 118.6, 0, -286.6 } });
//ActorAccessibility_AddVirtualActor(list, VA_AREA_CHANGE, { {0, 0, 640} }, AREA_KORIRI); // ActorAccessibility_AddVirtualActor(list, VA_AREA_CHANGE, { {0, 0, 640} }, AREA_KORIRI);
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 287.4, 368.0, 347.0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 287.4, 368.0, 347.0 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 419.4, 368.0, 173.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 419.4, 368.0, 173.6 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 323, 567.0, 314.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 323, 567.0, 314.6 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 127.5, 897.0, 433.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 127.5, 897.0, 433.6 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 440.9, 897.0, 101.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 440.9, 897.0, 101.6 } });
list = ActorAccessibility_GetVirtualActorList(0, 2); // deku tree slingshot room list = ActorAccessibility_GetVirtualActorList(0, 2); // deku tree slingshot room
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -1159, 288.0, 1403.0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -1159, 288.0, 1403.0 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -1179.6, 480.0, 1463.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -1179.6, 480.0, 1463.6 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -1398.9, 288.0, 1161.6 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -1398.9, 288.0, 1161.6 } });
list = ActorAccessibility_GetVirtualActorList(0, 10); // deku tree compass room list = ActorAccessibility_GetVirtualActorList(0, 10); // deku tree compass room
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -762, 733.0, 151.0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -762, 733.0, 151.0 } });
/*ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -935, 780.0, -113 } }); /*ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -935, 780.0, -113 } });
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1031.0, 800.0, 109.7 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1031.0, 800.0, 109.7 } });
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1184, 820.0, -103.4 } });*/ ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1184, 820.0, -103.4 } });*/
@ -1084,14 +1045,14 @@ void accessible_stick_warning(AccessibleActor* actor) {
list = ActorAccessibility_GetVirtualActorList(0, 3); // deku tree basement 1 lobby list = ActorAccessibility_GetVirtualActorList(0, 3); // deku tree basement 1 lobby
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -901, -820.0, 0.5 } }); ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -901, -820.0, 0.5 } });
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -181.761, -905.0, -28.3 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -181.761, -905.0, -28.3 } });
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 108, -919.5, 5.0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { 108, -919.5, 5.0 } });
list = ActorAccessibility_GetVirtualActorList(0, 9); // deku tree b2 lobby list = ActorAccessibility_GetVirtualActorList(0, 9); // deku tree b2 lobby
//ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -639, -1912.5, 188.0 } }); // ActorAccessibility_AddVirtualActor(list, VA_CLIMB, { { -639, -1912.5, 188.0 } });
//Install cues for walls, ledges etc. // Install cues for walls, ledges etc.
list = ActorAccessibility_GetVirtualActorList(1, 2);//dodongo bombflower stairs room list = ActorAccessibility_GetVirtualActorList(1, 2); // dodongo bombflower stairs room
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1958, 20, -1297 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1958, 20, -1297 } });
list = ActorAccessibility_GetVirtualActorList(69, 0);//hyrule courtyard list = ActorAccessibility_GetVirtualActorList(69, 0); // hyrule courtyard
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 1734.0, 0.0, 140.514 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 1734.0, 0.0, 140.514 } });
AccessibleActor* temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 1734.0, 0.0, 140.514 } }); AccessibleActor* temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 1734.0, 0.0, 140.514 } });
temp->policy.pitch = 0.3; temp->policy.pitch = 0.3;
@ -1117,5 +1078,4 @@ void accessible_stick_warning(AccessibleActor* actor) {
temp->policy.pitch = 1.8; temp->policy.pitch = 1.8;
temp->policy.volume = 0.5; temp->policy.volume = 0.5;
ActorAccessibility_InitCues(); ActorAccessibility_InitCues();
} }

View file

@ -7,11 +7,11 @@
#define AAE_MAX_BUFFER_SIZE AAE_SAMPLE_RATE / 10 #define AAE_MAX_BUFFER_SIZE AAE_SAMPLE_RATE / 10
#define AAE_PREP_CHUNK_SIZE 64 #define AAE_PREP_CHUNK_SIZE 64
#define AAE_MIX_CHUNK_SIZE 64 #define AAE_MIX_CHUNK_SIZE 64
#define AAE_GC_INTERVAL 20 * 60//How often, in frames, do we clean up sound handles that are no longer active. #define AAE_GC_INTERVAL 20 * 60 // How often, in frames, do we clean up sound handles that are no longer active.
#define AAE_MAX_DB_REDUCTION -20 #define AAE_MAX_DB_REDUCTION -20
#define AAE_LPF_ORDER 4 #define AAE_LPF_ORDER 4
#define NOMINMAX//because Windows is a joke. #define NOMINMAX // because Windows is a joke.
#include "AccessibleAudioEngine.h" #include "AccessibleAudioEngine.h"
extern "C" { extern "C" {
@ -25,25 +25,25 @@ enum AAE_COMMANDS {
AAE_STOP, AAE_STOP,
AAE_STOP_ALL, AAE_STOP_ALL,
AAE_PITCH, AAE_PITCH,
AAE_PITCH_BEHIND,//Specify how much to change the pitch when the sound is behind the listener. AAE_PITCH_BEHIND, // Specify how much to change the pitch when the sound is behind the listener.
AAE_VOLUME, AAE_VOLUME,
AAE_PAN, AAE_PAN,
AAE_FILTER, AAE_FILTER,
AAE_SEEK, AAE_SEEK,
AAE_LISTENER, //Set the listener's position and direction. AAE_LISTENER, // Set the listener's position and direction.
AAE_POS,//Set the sound source's position and direction. AAE_POS, // Set the sound source's position and direction.
AAE_PREPARE, AAE_PREPARE,
AAE_TERMINATE, AAE_TERMINATE,
}; };
typedef float f32; typedef float f32;
typedef int8_t s8; typedef int8_t s8;
typedef uint8_t u8; typedef uint8_t u8;
//Processing for our custom audio positioning. // Processing for our custom audio positioning.
static float lerp_aae(float x, float y, float z) { static float lerp_aae(float x, float y, float z) {
return (1.0 - z) * x + z * y; return (1.0 - z) * x + z * y;
} }
static float computeGain(SoundExtras * extras) { static float computeGain(SoundExtras* extras) {
if (extras->maxDistance == 0) if (extras->maxDistance == 0)
return 0; return 0;
float leftover = ma_volume_db_to_linear(AAE_MAX_DB_REDUCTION); float leftover = ma_volume_db_to_linear(AAE_MAX_DB_REDUCTION);
@ -53,23 +53,24 @@ static float lerp_aae(float x, float y, float z) {
gain -= lerp_aae(0, leftover, normDist); gain -= lerp_aae(0, leftover, normDist);
return gain; return gain;
} }
//Borrow the pan calculation from the game itself. Todo: this is technical debt, so copy/ revise it or something at some point. // Borrow the pan calculation from the game itself. Todo: this is technical debt, so copy/ revise it or something at
extern "C" int8_t Audio_ComputeSoundPanSigned(float x, float z, uint8_t token); // some point.
static void positioner_process_pcm_frames(ma_node * pNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, extern "C" int8_t Audio_ComputeSoundPanSigned(float x, float z, uint8_t token);
float** ppFramesOut, static void positioner_process_pcm_frames(ma_node* pNode, const float** ppFramesIn, ma_uint32* pFrameCountIn,
ma_uint32* pFrameCountOut) float** ppFramesOut, ma_uint32* pFrameCountOut) {
{
const float* framesIn = ppFramesIn[0]; const float* framesIn = ppFramesIn[0];
float* framesOut = ppFramesOut[0]; float* framesOut = ppFramesOut[0];
ma_copy_pcm_frames(framesOut, framesIn, *pFrameCountIn, ma_format_f32, 2); ma_copy_pcm_frames(framesOut, framesIn, *pFrameCountIn, ma_format_f32, 2);
*pFrameCountOut = *pFrameCountIn; *pFrameCountOut = *pFrameCountIn;
SoundExtras* extras = (SoundExtras*)pNode; SoundExtras* extras = (SoundExtras*)pNode;
//Pan the sound based on its projected position. // Pan the sound based on its projected position.
float pan; float pan;
//Use the game's panning mechanism, which returns a signed 8-bit integer between 0 (far-left) and 127 (far-right). // Use the game's panning mechanism, which returns a signed 8-bit integer between 0 (far-left) and 127 (far-right).
//It would appear that the correct thing to do is interpret this value as a gain factor in decibels. In practice, values below 38 or above 90 are never seen, so a sound that's panned far to one side or the other amounts to about -25DB worth of attenuation. // It would appear that the correct thing to do is interpret this value as a gain factor in decibels. In practice,
//Also: lie about the value of Z and give it a constant value to prevent weird behaviour when Z is far away. // values below 38 or above 90 are never seen, so a sound that's panned far to one side or the other amounts to
// about -25DB worth of attenuation. Also: lie about the value of Z and give it a constant value to prevent weird
// behaviour when Z is far away.
s8 panSigned = Audio_ComputeSoundPanSigned(extras->x, extras->z, 4); s8 panSigned = Audio_ComputeSoundPanSigned(extras->x, extras->z, 4);
int db; int db;
if (panSigned < 64) if (panSigned < 64)
@ -82,22 +83,24 @@ static float lerp_aae(float x, float y, float z) {
ma_panner_set_pan(&extras->panner, pan); ma_panner_set_pan(&extras->panner, pan);
ma_panner_process_pcm_frames(&extras->panner, framesOut, framesOut, *pFrameCountIn); ma_panner_process_pcm_frames(&extras->panner, framesOut, framesOut, *pFrameCountIn);
//Next we'll apply the gain based on the object's distance relationship to the player. The strategy here is to use a combination of decibel-based and linear attenuation, so that the gain reaches 0 at the exact point when the object is at exactly the maximum distance from the player. // Next we'll apply the gain based on the object's distance relationship to the player. The strategy here is to use
// a combination of decibel-based and linear attenuation, so that the gain reaches 0 at the exact point when the
// object is at exactly the maximum distance from the player.
float gain = computeGain(extras); float gain = computeGain(extras);
ma_gainer_set_gain(&extras->gainer, gain); ma_gainer_set_gain(&extras->gainer, gain);
ma_gainer_process_pcm_frames(&extras->gainer, framesOut, framesOut, *pFrameCountIn); ma_gainer_process_pcm_frames(&extras->gainer, framesOut, framesOut, *pFrameCountIn);
//Run LPF only when necessary because we can't afford to run a 4th-order lowpass on every single sound. This probably causes minor glitches when the filter switches on and off. Todo: cross that bridge. // Run LPF only when necessary because we can't afford to run a 4th-order lowpass on every single sound. This
// probably causes minor glitches when the filter switches on and off. Todo: cross that bridge.
if (extras->cutoff != 1.0) if (extras->cutoff != 1.0)
ma_lpf_process_pcm_frames(&extras->filter, framesOut, framesOut, *pFrameCountIn); ma_lpf_process_pcm_frames(&extras->filter, framesOut, framesOut, *pFrameCountIn);
} }
static ma_node_vtable positioner_vtable = { static ma_node_vtable positioner_vtable = { positioner_process_pcm_frames, NULL, 1, 1, 0 };
positioner_process_pcm_frames, NULL, 1, 1, 0};
static ma_uint32 positioner_channels[1] = { 2 }; static ma_uint32 positioner_channels[1] = { 2 };
void AccessibleAudioEngine::destroy() { void AccessibleAudioEngine::destroy() {
switch (initialized){ switch (initialized) {
case 3: case 3:
ma_engine_uninit(&engine); ma_engine_uninit(&engine);
case 2: case 2:
@ -105,13 +108,13 @@ static ma_uint32 positioner_channels[1] = { 2 };
case 1: case 1:
ma_resource_manager_uninit(&resourceManager); ma_resource_manager_uninit(&resourceManager);
} }
} }
void AccessibleAudioEngine::destroyAndThrow(const char* exceptionText) { void AccessibleAudioEngine::destroyAndThrow(const char* exceptionText) {
destroy(); destroy();
throw std::runtime_error(exceptionText); throw std::runtime_error(exceptionText);
} }
uint32_t AccessibleAudioEngine::retrieve(float* buffer, uint32_t nFrames) { uint32_t AccessibleAudioEngine::retrieve(float* buffer, uint32_t nFrames) {
uint32_t framesAvailable = ma_pcm_rb_available_read(&preparedOutput); uint32_t framesAvailable = ma_pcm_rb_available_read(&preparedOutput);
if (nFrames > framesAvailable) if (nFrames > framesAvailable)
nFrames = framesAvailable; nFrames = framesAvailable;
@ -128,16 +131,13 @@ throw std::runtime_error(exceptionText);
memcpy(buffer, readBuffer, sizeof(float) * framesObtained * AAE_CHANNELS); memcpy(buffer, readBuffer, sizeof(float) * framesObtained * AAE_CHANNELS);
buffer += framesObtained * AAE_CHANNELS; buffer += framesObtained * AAE_CHANNELS;
nFrames -= framesObtained; nFrames -= framesObtained;
ma_pcm_rb_commit_read(&preparedOutput, framesObtained); ma_pcm_rb_commit_read(&preparedOutput, framesObtained);
} }
return ogNFrames; return ogNFrames;
} }
void AccessibleAudioEngine::doPrepare(SoundAction& action) void AccessibleAudioEngine::doPrepare(SoundAction& action) {
{
framesUntilGC--; framesUntilGC--;
int nFrames = ma_pcm_rb_available_write(&preparedOutput); int nFrames = ma_pcm_rb_available_write(&preparedOutput);
if (nFrames <= 0) if (nFrames <= 0)
@ -145,19 +145,19 @@ void AccessibleAudioEngine::doPrepare(SoundAction& action)
float* chunk; float* chunk;
while (nFrames > 0) { while (nFrames > 0) {
//This should not loop more than twice. // This should not loop more than twice.
uint32_t nextChunk = nFrames; uint32_t nextChunk = nFrames;
ma_pcm_rb_acquire_write(&preparedOutput, &nextChunk, (void**)&chunk);//Might reduce nextChunk if there isn't enough buffer space available to accommodate the request. ma_pcm_rb_acquire_write(&preparedOutput, &nextChunk,
(void**)&chunk); // Might reduce nextChunk if there isn't enough buffer space available
// to accommodate the request.
ma_uint64 framesRead = 0; ma_uint64 framesRead = 0;
ma_engine_read_pcm_frames(&engine, chunk, nextChunk, &framesRead); ma_engine_read_pcm_frames(&engine, chunk, nextChunk, &framesRead);
//Even if we get fewer frames than expected, we should still submit a full buffer of silence. // Even if we get fewer frames than expected, we should still submit a full buffer of silence.
if (framesRead < nextChunk) if (framesRead < nextChunk)
ma_silence_pcm_frames(chunk + (framesRead * 2), (nextChunk - framesRead), ma_format_f32, 2); ma_silence_pcm_frames(chunk + (framesRead * 2), (nextChunk - framesRead), ma_format_f32, 2);
ma_pcm_rb_commit_write(&preparedOutput, (uint32_t) nextChunk); ma_pcm_rb_commit_write(&preparedOutput, (uint32_t)nextChunk);
nFrames -= nextChunk; nFrames -= nextChunk;
} }
} }
int AccessibleAudioEngine::getSoundActions(SoundAction* dest, int limit) { int AccessibleAudioEngine::getSoundActions(SoundAction* dest, int limit) {
std::unique_lock<std::mutex> lock(mtx); std::unique_lock<std::mutex> lock(mtx);
@ -171,9 +171,8 @@ int AccessibleAudioEngine::getSoundActions(SoundAction* dest, int limit) {
limit--; limit--;
} }
return actionsOut; return actionsOut;
} }
void AccessibleAudioEngine::postSoundActions(){ void AccessibleAudioEngine::postSoundActions() {
{ {
std::scoped_lock<std::mutex> lock(mtx); std::scoped_lock<std::mutex> lock(mtx);
for (int i = 0; i < nextOutgoingSoundAction; i++) for (int i = 0; i < nextOutgoingSoundAction; i++)
@ -187,13 +186,13 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
soundActions.push_front(action); soundActions.push_front(action);
cv.notify_one(); cv.notify_one();
} }
SoundAction& AccessibleAudioEngine::getNextOutgoingSoundAction() { SoundAction& AccessibleAudioEngine::getNextOutgoingSoundAction() {
if (nextOutgoingSoundAction >= AAE_SOUND_ACTION_BATCH_SIZE) if (nextOutgoingSoundAction >= AAE_SOUND_ACTION_BATCH_SIZE)
postSoundActions(); postSoundActions();
nextOutgoingSoundAction++; nextOutgoingSoundAction++;
return outgoingSoundActions[nextOutgoingSoundAction - 1]; return outgoingSoundActions[nextOutgoingSoundAction - 1];
} }
void AccessibleAudioEngine::runThread() { void AccessibleAudioEngine::runThread() {
bool shouldTerminate = false; bool shouldTerminate = false;
SoundAction incomingSoundActions[AAE_SOUND_ACTION_BATCH_SIZE]; SoundAction incomingSoundActions[AAE_SOUND_ACTION_BATCH_SIZE];
while (true) { while (true) {
@ -245,14 +244,11 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
case AAE_PREPARE: case AAE_PREPARE:
doPrepare(action); doPrepare(action);
break; break;
} }
} }
} }
} }
SoundSlot* AccessibleAudioEngine::findSound(SoundAction& action) SoundSlot* AccessibleAudioEngine::findSound(SoundAction& action) {
{
if (action.slot < 0 || action.slot >= AAE_SLOTS_PER_HANDLE) if (action.slot < 0 || action.slot >= AAE_SLOTS_PER_HANDLE)
return NULL; return NULL;
auto i = sounds.find(action.handle); auto i = sounds.find(action.handle);
@ -262,9 +258,8 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
if (!target.active) if (!target.active)
return NULL; return NULL;
return &target; return &target;
}
} void AccessibleAudioEngine::doPlaySound(SoundAction& action) {
void AccessibleAudioEngine::doPlaySound(SoundAction& action) {
SoundSlot* sound; SoundSlot* sound;
if (sounds.contains(action.handle)) { if (sounds.contains(action.handle)) {
sound = &sounds[action.handle][action.slot]; sound = &sounds[action.handle][action.slot];
@ -282,41 +277,38 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
sounds[action.handle] = temp; sounds[action.handle] = temp;
sound = &sounds[action.handle][action.slot]; sound = &sounds[action.handle][action.slot];
} }
if (ma_sound_init_from_file(&engine, action.path.c_str(), MA_SOUND_FLAG_NO_SPATIALIZATION|MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT, NULL, NULL, if (ma_sound_init_from_file(&engine, action.path.c_str(),
MA_SOUND_FLAG_NO_SPATIALIZATION | MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT, NULL, NULL,
&sound->sound) != MA_SUCCESS) &sound->sound) != MA_SUCCESS)
return; return;
initSoundExtras(sound); initSoundExtras(sound);
ma_sound_set_looping(&sound->sound, action.looping); ma_sound_set_looping(&sound->sound, action.looping);
//We actually attach the extras to the engine, not the sound itself. // We actually attach the extras to the engine, not the sound itself.
ma_node_attach_output_bus(&sound->extras, 0, ma_node_graph_get_endpoint(&engine.nodeGraph), 0); ma_node_attach_output_bus(&sound->extras, 0, ma_node_graph_get_endpoint(&engine.nodeGraph), 0);
ma_sound_start(&sound->sound); ma_sound_start(&sound->sound);
sound->active = true; sound->active = true;
} }
void AccessibleAudioEngine::doStopSound(SoundAction& action) { void AccessibleAudioEngine::doStopSound(SoundAction& action) {
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
destroySound(slot); destroySound(slot);
} }
void AccessibleAudioEngine::doStopAllSounds(SoundAction& action) void AccessibleAudioEngine::doStopAllSounds(SoundAction& action) {
{
auto it = sounds.find(action.handle); auto it = sounds.find(action.handle);
if (it == sounds.end()) if (it == sounds.end())
return; return;
SoundSlots& slots = it->second; SoundSlots& slots = it->second;
for (int i = 0; i < AAE_SLOTS_PER_HANDLE; i++) for (int i = 0; i < AAE_SLOTS_PER_HANDLE; i++) {
{
if (slots[i].active) if (slots[i].active)
destroySound(&slots[i]); destroySound(&slots[i]);
} }
sounds.erase(it); sounds.erase(it);
}
} void AccessibleAudioEngine::doSetPitch(SoundAction& action) {
void AccessibleAudioEngine::doSetPitch(SoundAction& action)
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
@ -325,55 +317,44 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
if (slot->extras.z < 0) if (slot->extras.z < 0)
pitch *= (1.0 - slot->extras.pitchBehindModifier); pitch *= (1.0 - slot->extras.pitchBehindModifier);
ma_sound_set_pitch(&slot->sound, pitch); ma_sound_set_pitch(&slot->sound, pitch);
}
} void AccessibleAudioEngine::doSetPitchBehindModifier(SoundAction& action) {
void AccessibleAudioEngine::doSetPitchBehindModifier(SoundAction& action)
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
slot->extras.pitchBehindModifier = action.pitch; slot->extras.pitchBehindModifier = action.pitch;
} }
void AccessibleAudioEngine::doSetVolume(SoundAction& action) void AccessibleAudioEngine::doSetVolume(SoundAction& action) {
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
ma_sound_set_volume(&slot->sound, action.pitch); ma_sound_set_volume(&slot->sound, action.pitch);
}
} void AccessibleAudioEngine::doSetPan(SoundAction& action) {
void AccessibleAudioEngine::doSetPan(SoundAction& action)
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
ma_sound_set_pan(&slot->sound, action.pan); ma_sound_set_pan(&slot->sound, action.pan);
} }
void AccessibleAudioEngine::doSetFilter(SoundAction& action) void AccessibleAudioEngine::doSetFilter(SoundAction& action) {
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
slot->extras.cutoff = action.cutoff; slot->extras.cutoff = action.cutoff;
ma_lpf_config config = ma_lpf_config config = ma_lpf_config_init(ma_format_f32, AAE_CHANNELS, AAE_SAMPLE_RATE,
ma_lpf_config_init(ma_format_f32, AAE_CHANNELS, AAE_SAMPLE_RATE, lerp_aae(0.0, AAE_SAMPLE_RATE / 2, action.cutoff), AAE_LPF_ORDER); lerp_aae(0.0, AAE_SAMPLE_RATE / 2, action.cutoff), AAE_LPF_ORDER);
ma_lpf_reinit(&config, &slot->extras.filter); ma_lpf_reinit(&config, &slot->extras.filter);
}
} void AccessibleAudioEngine::doSeekSound(SoundAction& action) {
void AccessibleAudioEngine::doSeekSound(SoundAction& action)
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
ma_sound_seek_to_pcm_frame(&slot->sound, action.offset); ma_sound_seek_to_pcm_frame(&slot->sound, action.offset);
} }
void AccessibleAudioEngine::doSetListenerPos(SoundAction& action) void AccessibleAudioEngine::doSetListenerPos(SoundAction& action) {
{ }
void AccessibleAudioEngine::doSetSoundPos(SoundAction& action) {
}
void AccessibleAudioEngine::doSetSoundPos(SoundAction& action)
{
SoundSlot* slot = findSound(action); SoundSlot* slot = findSound(action);
if (slot == NULL) if (slot == NULL)
return; return;
@ -386,10 +367,9 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
if (action.posZ < 0) if (action.posZ < 0)
pitch *= (1.0 - slot->extras.pitchBehindModifier); pitch *= (1.0 - slot->extras.pitchBehindModifier);
ma_sound_set_pitch(&slot->sound, pitch); ma_sound_set_pitch(&slot->sound, pitch);
} }
void AccessibleAudioEngine::garbageCollect() void AccessibleAudioEngine::garbageCollect() {
{ for (auto i = sounds.begin(); i != sounds.end();) {
for (auto i = sounds.begin(); i != sounds.end(); ) {
int deadSlots = 0; int deadSlots = 0;
for (int x = 0; x < AAE_SLOTS_PER_HANDLE; x++) { for (int x = 0; x < AAE_SLOTS_PER_HANDLE; x++) {
if (!i->second[x].active) if (!i->second[x].active)
@ -398,7 +378,6 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
destroySound(&i->second[x]); destroySound(&i->second[x]);
i->second[x].active = false; i->second[x].active = false;
deadSlots++; deadSlots++;
} }
} }
if (deadSlots == AAE_SLOTS_PER_HANDLE) // Entire batch is garbage. if (deadSlots == AAE_SLOTS_PER_HANDLE) // Entire batch is garbage.
@ -407,15 +386,13 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
i++; i++;
} }
framesUntilGC = AAE_GC_INTERVAL; framesUntilGC = AAE_GC_INTERVAL;
} }
void AccessibleAudioEngine::processAudioJobs() void AccessibleAudioEngine::processAudioJobs() {
{
ma_job job; ma_job job;
while (ma_resource_manager_next_job(&resourceManager, &job) == MA_SUCCESS) while (ma_resource_manager_next_job(&resourceManager, &job) == MA_SUCCESS)
ma_job_process(&job); ma_job_process(&job);
}
} bool AccessibleAudioEngine::initSoundExtras(SoundSlot* slot) {
bool AccessibleAudioEngine::initSoundExtras(SoundSlot* slot) {
ma_node_config config = ma_node_config_init(); ma_node_config config = ma_node_config_init();
config.inputBusCount = 1; config.inputBusCount = 1;
config.outputBusCount = 1; config.outputBusCount = 1;
@ -428,29 +405,30 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
ma_panner_config pc = ma_panner_config_init(ma_format_f32, AAE_CHANNELS); ma_panner_config pc = ma_panner_config_init(ma_format_f32, AAE_CHANNELS);
pc.mode = ma_pan_mode_balance; pc.mode = ma_pan_mode_balance;
ma_panner_init(&pc, &slot->extras.panner); ma_panner_init(&pc, &slot->extras.panner);
ma_gainer_config gc = ma_gainer_config_init(AAE_CHANNELS, AAE_SAMPLE_RATE / 20);//Allow one in-game frame for the gain to work its way towards the target value. ma_gainer_config gc = ma_gainer_config_init(
AAE_CHANNELS,
AAE_SAMPLE_RATE / 20); // Allow one in-game frame for the gain to work its way towards the target value.
if (ma_gainer_init(&gc, NULL, &slot->extras.gainer) != MA_SUCCESS) if (ma_gainer_init(&gc, NULL, &slot->extras.gainer) != MA_SUCCESS)
return false; return false;
ma_lpf_config fc = ma_lpf_config_init(ma_format_f32, AAE_CHANNELS, AAE_SAMPLE_RATE, AAE_SAMPLE_RATE / 2, AAE_LPF_ORDER); ma_lpf_config fc =
ma_lpf_config_init(ma_format_f32, AAE_CHANNELS, AAE_SAMPLE_RATE, AAE_SAMPLE_RATE / 2, AAE_LPF_ORDER);
ma_lpf_init(&fc, NULL, &slot->extras.filter); ma_lpf_init(&fc, NULL, &slot->extras.filter);
slot->extras.cutoff = 1.0f; slot->extras.cutoff = 1.0f;
slot->extras.pitch = 1.0f; slot->extras.pitch = 1.0f;
slot->extras.pitchBehindModifier = 0.0f; slot->extras.pitchBehindModifier = 0.0f;
//ma_node_attach_output_bus(&slot->sound, 0, &slot->extras.filter, 0); // ma_node_attach_output_bus(&slot->sound, 0, &slot->extras.filter, 0);
ma_node_attach_output_bus(&slot->sound, 0, &slot->extras, 0); ma_node_attach_output_bus(&slot->sound, 0, &slot->extras, 0);
return true; return true;
}
} void AccessibleAudioEngine::destroySound(SoundSlot* slot) {
void AccessibleAudioEngine::destroySound(SoundSlot* slot) {
ma_node_detach_all_output_buses(&slot->extras); ma_node_detach_all_output_buses(&slot->extras);
ma_sound_uninit(&slot->sound); ma_sound_uninit(&slot->sound);
ma_gainer_uninit(&slot->extras.gainer, NULL); ma_gainer_uninit(&slot->extras.gainer, NULL);
slot->active = false; slot->active = false;
}
} AccessibleAudioEngine::AccessibleAudioEngine() {
AccessibleAudioEngine::AccessibleAudioEngine() {
initialized = 0; initialized = 0;
ma_resource_manager_config rmc = ma_resource_manager_config_init(); ma_resource_manager_config rmc = ma_resource_manager_config_init();
rmc.decodedChannels = AAE_CHANNELS; rmc.decodedChannels = AAE_CHANNELS;
@ -477,29 +455,30 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
nextOutgoingSoundAction = 0; nextOutgoingSoundAction = 0;
framesUntilGC = AAE_GC_INTERVAL; framesUntilGC = AAE_GC_INTERVAL;
thread = std::thread(&AccessibleAudioEngine::runThread, this); thread = std::thread(&AccessibleAudioEngine::runThread, this);
}
} AccessibleAudioEngine::~AccessibleAudioEngine() {
AccessibleAudioEngine::~AccessibleAudioEngine() { // Place a terminate command on the top of the pile, then wait for thread to die.
//Place a terminate command on the top of the pile, then wait for thread to die.
SoundAction action; SoundAction action;
action.command = AAE_TERMINATE; action.command = AAE_TERMINATE;
postHighPrioritySoundAction(action); postHighPrioritySoundAction(action);
thread.join(); thread.join();
destroy(); destroy();
}
} void AccessibleAudioEngine::mix(int16_t* ogBuffer, uint32_t nFrames) {
void AccessibleAudioEngine::mix(int16_t * ogBuffer, uint32_t nFrames) {
uint32_t framesAvailable = ma_pcm_rb_available_read(&preparedOutput); uint32_t framesAvailable = ma_pcm_rb_available_read(&preparedOutput);
float sourceChunk[AAE_MIX_CHUNK_SIZE * AAE_CHANNELS]; float sourceChunk[AAE_MIX_CHUNK_SIZE * AAE_CHANNELS];
float mixedChunk[AAE_MIX_CHUNK_SIZE * AAE_CHANNELS]; float mixedChunk[AAE_MIX_CHUNK_SIZE * AAE_CHANNELS];
while (nFrames > 0) { while (nFrames > 0) {
uint32_t nextChunk = std::min <uint32_t> (AAE_MIX_CHUNK_SIZE, nFrames); uint32_t nextChunk = std::min<uint32_t>(AAE_MIX_CHUNK_SIZE, nFrames);
ma_silence_pcm_frames(sourceChunk, nextChunk, ma_format_f32, AAE_CHANNELS);//This is so that it doesn't matter if we have less output available than expected. ma_silence_pcm_frames(
sourceChunk, nextChunk, ma_format_f32,
AAE_CHANNELS); // This is so that it doesn't matter if we have less output available than expected.
ma_silence_pcm_frames(mixedChunk, nextChunk, ma_format_f32, AAE_CHANNELS); ma_silence_pcm_frames(mixedChunk, nextChunk, ma_format_f32, AAE_CHANNELS);
retrieve(sourceChunk, nextChunk); retrieve(sourceChunk, nextChunk);
ma_pcm_s16_to_f32(mixedChunk, ogBuffer, nextChunk * AAE_CHANNELS, ma_dither_mode_none);//The game's output is changed to 32-bit floating point samples. ma_pcm_s16_to_f32(mixedChunk, ogBuffer, nextChunk * AAE_CHANNELS,
ma_dither_mode_none); // The game's output is changed to 32-bit floating point samples.
ma_mix_pcm_frames_f32(mixedChunk, sourceChunk, nextChunk, AAE_CHANNELS, 1.0); ma_mix_pcm_frames_f32(mixedChunk, sourceChunk, nextChunk, AAE_CHANNELS, 1.0);
//If we've gone over 1.0, we'll need to scale back before we go back to 16-bit or we'll distort. // If we've gone over 1.0, we'll need to scale back before we go back to 16-bit or we'll distort.
float scalar = 1.0; float scalar = 1.0;
for (int i = 0; i < nextChunk * AAE_CHANNELS; i++) for (int i = 0; i < nextChunk * AAE_CHANNELS; i++)
scalar = std::max(scalar, mixedChunk[i]); scalar = std::max(scalar, mixedChunk[i]);
@ -508,12 +487,12 @@ void AccessibleAudioEngine::postHighPrioritySoundAction(SoundAction& action) {
for (int i = 0; i < nextChunk * AAE_CHANNELS; i++) for (int i = 0; i < nextChunk * AAE_CHANNELS; i++)
mixedChunk[i] *= scalar; mixedChunk[i] *= scalar;
} }
ma_pcm_f32_to_s16(ogBuffer, mixedChunk, nextChunk * AAE_CHANNELS, ma_dither_mode_triangle);//Chunk is ready to go out via the game's usual channels. ma_pcm_f32_to_s16(ogBuffer, mixedChunk, nextChunk * AAE_CHANNELS,
ma_dither_mode_triangle); // Chunk is ready to go out via the game's usual channels.
ogBuffer += nextChunk * AAE_CHANNELS; ogBuffer += nextChunk * AAE_CHANNELS;
nFrames -= nextChunk; nFrames -= nextChunk;
} }
}
}
void AccessibleAudioEngine::playSound(uintptr_t handle, int slot, const char* path, bool looping) { void AccessibleAudioEngine::playSound(uintptr_t handle, int slot, const char* path, bool looping) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
@ -523,21 +502,21 @@ void AccessibleAudioEngine::playSound(uintptr_t handle, int slot, const char* pa
action.command = AAE_START; action.command = AAE_START;
action.path = path; action.path = path;
action.looping = looping; action.looping = looping;
} }
void AccessibleAudioEngine::stopSound(uintptr_t handle, int slot) { void AccessibleAudioEngine::stopSound(uintptr_t handle, int slot) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
SoundAction& action = getNextOutgoingSoundAction(); SoundAction& action = getNextOutgoingSoundAction();
action.command = AAE_STOP; action.command = AAE_STOP;
action.handle = (uintptr_t) handle; action.handle = (uintptr_t)handle;
action.slot = slot; action.slot = slot;
} }
void AccessibleAudioEngine::stopAllSounds(uintptr_t handle) { void AccessibleAudioEngine::stopAllSounds(uintptr_t handle) {
SoundAction& action = getNextOutgoingSoundAction(); SoundAction& action = getNextOutgoingSoundAction();
action.command = AAE_STOP_ALL; action.command = AAE_STOP_ALL;
action.handle = handle; action.handle = handle;
} }
void AccessibleAudioEngine::setPitch(uintptr_t handle, int slot, float pitch) { void AccessibleAudioEngine::setPitch(uintptr_t handle, int slot, float pitch) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
@ -546,9 +525,8 @@ void AccessibleAudioEngine::stopAllSounds(uintptr_t handle) {
action.handle = handle; action.handle = handle;
action.slot = slot; action.slot = slot;
action.pitch = pitch; action.pitch = pitch;
}
} void AccessibleAudioEngine::setPitchBehindModifier(uintptr_t handle, int slot, float mod) {
void AccessibleAudioEngine::setPitchBehindModifier(uintptr_t handle, int slot, float mod) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
@ -557,11 +535,9 @@ void AccessibleAudioEngine::stopAllSounds(uintptr_t handle) {
action.handle = handle; action.handle = handle;
action.slot = slot; action.slot = slot;
action.pitch = mod; action.pitch = mod;
}
void AccessibleAudioEngine::setVolume(uintptr_t handle, int slot, float volume) {
}
void AccessibleAudioEngine::setVolume(uintptr_t handle, int slot, float volume) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
@ -570,7 +546,7 @@ void AccessibleAudioEngine::stopAllSounds(uintptr_t handle) {
action.handle = handle; action.handle = handle;
action.slot = slot; action.slot = slot;
action.volume = volume; action.volume = volume;
} }
void AccessibleAudioEngine::setPan(uintptr_t handle, int slot, float pan) { void AccessibleAudioEngine::setPan(uintptr_t handle, int slot, float pan) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
@ -579,7 +555,7 @@ void AccessibleAudioEngine::setPan(uintptr_t handle, int slot, float pan) {
action.handle = handle; action.handle = handle;
action.slot = slot; action.slot = slot;
action.pan = pan; action.pan = pan;
} }
void AccessibleAudioEngine::setFilter(uintptr_t handle, int slot, float cutoff) { void AccessibleAudioEngine::setFilter(uintptr_t handle, int slot, float cutoff) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
@ -590,19 +566,19 @@ void AccessibleAudioEngine::setFilter(uintptr_t handle, int slot, float cutoff)
action.slot = slot; action.slot = slot;
action.command = AAE_FILTER; action.command = AAE_FILTER;
action.cutoff = cutoff; action.cutoff = cutoff;
} }
void AccessibleAudioEngine::seekSound(uintptr_t handle, int slot, size_t offset) { void AccessibleAudioEngine::seekSound(uintptr_t handle, int slot, size_t offset) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
SoundAction& action = getNextOutgoingSoundAction(); SoundAction& action = getNextOutgoingSoundAction();
action.handle = handle; action.handle = handle;
action.slot = slot; action.slot = slot;
action.command = AAE_SEEK; action.command = AAE_SEEK;
action.offset = offset; action.offset = offset;
} }
void AccessibleAudioEngine::setSoundPosition(uintptr_t handle, int slot, float posX, float posY, float posZ, float distToPlayer, float maxDistance) { void AccessibleAudioEngine::setSoundPosition(uintptr_t handle, int slot, float posX, float posY, float posZ,
float distToPlayer, float maxDistance) {
if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE) if (slot < 0 || slot >= AAE_SLOTS_PER_HANDLE)
return; return;
SoundAction& action = getNextOutgoingSoundAction(); SoundAction& action = getNextOutgoingSoundAction();
@ -614,15 +590,15 @@ void AccessibleAudioEngine::setSoundPosition(uintptr_t handle, int slot, float p
action.posZ = posZ; action.posZ = posZ;
action.distToPlayer = distToPlayer; action.distToPlayer = distToPlayer;
action.maxDistance = maxDistance; action.maxDistance = maxDistance;
} }
void AccessibleAudioEngine::prepare() { void AccessibleAudioEngine::prepare() {
SoundAction& action = getNextOutgoingSoundAction(); SoundAction& action = getNextOutgoingSoundAction();
action.command = AAE_PREPARE; action.command = AAE_PREPARE;
//This is called once at the end of every frame, so now is the time to post all of the accumulated commands. // This is called once at the end of every frame, so now is the time to post all of the accumulated commands.
postSoundActions(); postSoundActions();
} }
void AccessibleAudioEngine::cacheDecodedSample(std::string& path, void* data, size_t size) { void AccessibleAudioEngine::cacheDecodedSample(std::string& path, void* data, size_t size) {
//The data is stored in wave format, so we register it with MiniAudio as an encoded asset as opposed to a decoded one. // The data is stored in wave format, so we register it with MiniAudio as an encoded asset as opposed to a decoded
// one.
ma_resource_manager_register_encoded_data(&resourceManager, path.c_str(), data, size); ma_resource_manager_register_encoded_data(&resourceManager, path.c_str(), data, size);
} }

View file

@ -13,13 +13,13 @@
#define AAE_SLOTS_PER_HANDLE 10 #define AAE_SLOTS_PER_HANDLE 10
class IResource; class IResource;
struct DecodedSample { struct DecodedSample {
void* data;//A wav file. void* data; // A wav file.
size_t dataSize; size_t dataSize;
}; };
struct SoundAction { struct SoundAction {
uintptr_t handle; // This handle is user-defined and uniquely identifies a sound source. It can be anything, but the uintptr_t handle; // This handle is user-defined and uniquely identifies a sound source. It can be anything, but the
// address of an object with which the sound is associated is recommended. // address of an object with which the sound is associated is recommended.
int slot;//Allows multiple sounds per handle. The exact number is controlled by AAE_SOUNDS_PER_HANDLE. int slot; // Allows multiple sounds per handle. The exact number is controlled by AAE_SOUNDS_PER_HANDLE.
int command; // One of the items belonging to AAE_COMMANDS. int command; // One of the items belonging to AAE_COMMANDS.
std::string path; // If command is AAE_START, this is the path to the desired resource. std::string path; // If command is AAE_START, this is the path to the desired resource.
bool looping; // If command is AAE_START, specifies whether or not the sound should loop. bool looping; // If command is AAE_START, specifies whether or not the sound should loop.
@ -28,11 +28,11 @@ struct SoundAction {
float volume; float volume;
float pan; float pan;
float cutoff; float cutoff;
size_t offset;//for seeking. size_t offset; // for seeking.
float distance; float distance;
}; };
//Position and rotation vectors for AAE_LISTENER and AAE_POS. // Position and rotation vectors for AAE_LISTENER and AAE_POS.
float posX; float posX;
float posY; float posY;
float posZ; float posZ;
@ -41,8 +41,7 @@ struct SoundAction {
uint32_t frames; // If command is AAE_PREPARE, this tells the engine how many PCM frames to get ready. uint32_t frames; // If command is AAE_PREPARE, this tells the engine how many PCM frames to get ready.
}; };
typedef struct typedef struct {
{
ma_node_base base; ma_node_base base;
ma_panner panner; ma_panner panner;
ma_gainer gainer; ma_gainer gainer;
@ -55,48 +54,50 @@ typedef struct
float maxDistance; float maxDistance;
float pitch; float pitch;
float pitchBehindModifier; float pitchBehindModifier;
}SoundExtras;//Used for attenuation and other effects. } SoundExtras; // Used for attenuation and other effects.
typedef struct typedef struct {
{
ma_sound sound; ma_sound sound;
SoundExtras extras; SoundExtras extras;
bool active; bool active;
}SoundSlot; } SoundSlot;
typedef std::array<SoundSlot, AAE_SLOTS_PER_HANDLE> SoundSlots; typedef std::array<SoundSlot, AAE_SLOTS_PER_HANDLE> SoundSlots;
class AccessibleAudioEngine { class AccessibleAudioEngine {
int initialized; int initialized;
ma_resource_manager resourceManager; ma_resource_manager resourceManager;
ma_engine engine; ma_engine engine;
ma_pcm_rb preparedOutput;//Lock-free single producer single consumer. ma_pcm_rb preparedOutput; // Lock-free single producer single consumer.
std::deque <SoundAction> soundActions;//A command cue. std::deque<SoundAction> soundActions; // A command cue.
std::thread thread; std::thread thread;
std::condition_variable cv; std::condition_variable cv;
std::mutex mtx; std::mutex mtx;
std::unordered_map<uintptr_t, SoundSlots> sounds; std::unordered_map<uintptr_t, SoundSlots> sounds;
SoundAction outgoingSoundActions[AAE_SOUND_ACTION_BATCH_SIZE];//Allows batch delivery of SoundActions to the FIFO to minimize the amount of time spent locking and unlocking. SoundAction
outgoingSoundActions[AAE_SOUND_ACTION_BATCH_SIZE]; // Allows batch delivery of SoundActions to the FIFO to
// minimize the amount of time spent locking and unlocking.
int nextOutgoingSoundAction; int nextOutgoingSoundAction;
int framesUntilGC; int framesUntilGC;
void destroy();//Called by the destructor, or if a throw occurs during construction. void destroy(); // Called by the destructor, or if a throw occurs during construction.
//Dismantal a partial initialization and throw an exception. // Dismantal a partial initialization and throw an exception.
void destroyAndThrow(const char* exceptionText); void destroyAndThrow(const char* exceptionText);
//Retrieve some audio from the output buffer. This is to be performed by the audio thread. May return less data than requested. // Retrieve some audio from the output buffer. This is to be performed by the audio thread. May return less data
// than requested.
uint32_t retrieve(float* buffer, uint32_t nFrames); uint32_t retrieve(float* buffer, uint32_t nFrames);
//Functions dealing with the command queue. // Functions dealing with the command queue.
int getSoundActions(SoundAction* dest, int limit); int getSoundActions(SoundAction* dest, int limit);
void postSoundActions(); void postSoundActions();
void postHighPrioritySoundAction(SoundAction& action);//For now this is used only for termination events. void postHighPrioritySoundAction(SoundAction& action); // For now this is used only for termination events.
SoundAction& getNextOutgoingSoundAction(); SoundAction& getNextOutgoingSoundAction();
void runThread(); void runThread();
//Find a sound by handle and slot, if it exists. // Find a sound by handle and slot, if it exists.
SoundSlot* findSound(SoundAction& action); SoundSlot* findSound(SoundAction& action);
//Functions which correspond to SoundAction commands. // Functions which correspond to SoundAction commands.
//Ready a sound for playback. // Ready a sound for playback.
void doPlaySound(SoundAction& action); void doPlaySound(SoundAction& action);
void doStopSound(SoundAction& action); void doStopSound(SoundAction& action);
void doStopAllSounds(SoundAction& action); void doStopAllSounds(SoundAction& action);
@ -113,37 +114,39 @@ SoundSlot* findSound(SoundAction& action);
// Generate some output, and store it in the output buffer for later retrieval. May generate less output than // Generate some output, and store it in the output buffer for later retrieval. May generate less output than
// requested if buffer space is insufficient. // requested if buffer space is insufficient.
void doPrepare(SoundAction& action); void doPrepare(SoundAction& action);
//Run every so often to clean up expired sound handles. // Run every so often to clean up expired sound handles.
void garbageCollect(); void garbageCollect();
//Run MiniAudio's jobs. // Run MiniAudio's jobs.
void processAudioJobs(); void processAudioJobs();
//Set up the panner and other effect processing on a sound slot. // Set up the panner and other effect processing on a sound slot.
bool initSoundExtras(SoundSlot* slot); bool initSoundExtras(SoundSlot* slot);
void destroySound(SoundSlot* slot); void destroySound(SoundSlot* slot);
public: public:
AccessibleAudioEngine(); AccessibleAudioEngine();
~AccessibleAudioEngine(); ~AccessibleAudioEngine();
//Mix the game's audio with this engine's audio to produce the final mix. To be performed exclusively in the audio thread. Mixing is done in-place (meaning the buffer containing the game's audio is overwritten with the mixed content). // Mix the game's audio with this engine's audio to produce the final mix. To be performed exclusively in the audio
// thread. Mixing is done in-place (meaning the buffer containing the game's audio is overwritten with the mixed
// content).
void mix(int16_t* ogBuffer, uint32_t nFrames); void mix(int16_t* ogBuffer, uint32_t nFrames);
//Start playing a sound. // Start playing a sound.
void playSound(uintptr_t handle, int slot, const char* path, bool looping); void playSound(uintptr_t handle, int slot, const char* path, bool looping);
void stopSound(uintptr_t handle, int slot); void stopSound(uintptr_t handle, int slot);
//Stop all sounds belonging to a handle. // Stop all sounds belonging to a handle.
void stopAllSounds(uintptr_t handle); void stopAllSounds(uintptr_t handle);
void setPitch(uintptr_t handle, int slot, float pitch); void setPitch(uintptr_t handle, int slot, float pitch);
void setPitchBehindModifier(uintptr_t handle, int slot, float mod); void setPitchBehindModifier(uintptr_t handle, int slot, float mod);
void setVolume(uintptr_t handle, int slot, float volume); void setVolume(uintptr_t handle, int slot, float volume);
void setPan(uintptr_t handle, int slot, float pan); void setPan(uintptr_t handle, int slot, float pan);
//Set the lowpass filter cutoff. Set to 1.0 for no filtering. // Set the lowpass filter cutoff. Set to 1.0 for no filtering.
void setFilter(uintptr_t handle, int slot, float cutoff); void setFilter(uintptr_t handle, int slot, float cutoff);
//Seek the sound to a particular PCM frame. // Seek the sound to a particular PCM frame.
void seekSound(uintptr_t handle, int slot, size_t offset); void seekSound(uintptr_t handle, int slot, size_t offset);
void setSoundPosition(uintptr_t handle, int slot, float posX, float posY, float posZ, float distToPlayer, float maxDistance); void setSoundPosition(uintptr_t handle, int slot, float posX, float posY, float posZ, float distToPlayer,
//Schedule the preparation of output for delivery. float maxDistance);
// Schedule the preparation of output for delivery.
void prepare(); void prepare();
void cacheDecodedSample(std::string& path, void* data, size_t size); void cacheDecodedSample(std::string& path, void* data, size_t size);
}; };
#endif #endif

View file

@ -31,13 +31,15 @@ extern bool freezeActors;
const char* GetLanguageCode(); const char* GetLanguageCode();
#define MAX_DB_REDUCTION 35// This is the amount in DB that a sound will be reduced by when it is at the maximum distance #define MAX_DB_REDUCTION \
35 // This is the amount in DB that a sound will be reduced by when it is at the maximum distance
// from the player. // from the player.
extern "C" { extern "C" {
void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList, Vec3f* dest);//Used to tell where polygons are located. void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList,
} Vec3f* dest); // Used to tell where polygons are located.
}
typedef struct { typedef struct {
union { union {
struct { struct {
s16 sceneIndex; // Corresponds directly to the game's scene indices. s16 sceneIndex; // Corresponds directly to the game's scene indices.
@ -46,19 +48,23 @@ extern "C" {
s32 raw; // Combination of the two which can be used for dictionary lookups. s32 raw; // Combination of the two which can be used for dictionary lookups.
}; };
} SceneAndRoom; } SceneAndRoom;
typedef std::map<s16, ActorAccessibilityPolicy> SupportedActors_t;//Maps actors to their accessibility policies, which describe how accessibility should treat them. typedef std::map<s16, ActorAccessibilityPolicy> SupportedActors_t; // Maps actors to their accessibility policies, which
typedef std::map<Actor*, uint64_t> TrackedActors_t;//Maps real actors to internal IDs specific to accessibility. // describe how accessibility should treat them.
typedef std::map<uint64_t, AccessibleActor> AccessibleActorList_t;//Maps internal IDs to wrapped actor objects. These actors can be real or virtual. typedef std::map<Actor*, uint64_t> TrackedActors_t; // Maps real actors to internal IDs specific to accessibility.
typedef std::vector<AccessibleActor> VAList_t;//Denotes a list of virtual actors specific to a single room. typedef std::map<uint64_t, AccessibleActor>
typedef std::map<s32, VAList_t> VAZones_t;//Maps room/ scene indices to their corresponding virtual actor collections. AccessibleActorList_t; // Maps internal IDs to wrapped actor objects. These actors can be real or virtual.
typedef std::unordered_set<s16> SceneList_t;//A list of scenes which have already been visited (since the game was launched). Used to prevent re-creation of terrain VAs every time the player reloads a scene. typedef std::vector<AccessibleActor> VAList_t; // Denotes a list of virtual actors specific to a single room.
typedef std::map<s32, VAList_t> VAZones_t; // Maps room/ scene indices to their corresponding virtual actor collections.
typedef std::unordered_set<s16>
SceneList_t; // A list of scenes which have already been visited (since the game was launched). Used to prevent
// re-creation of terrain VAs every time the player reloads a scene.
typedef struct { typedef struct {
std::string path; std::string path;
std::shared_ptr<Ship::IResource> resource; std::shared_ptr<Ship::IResource> resource;
std::shared_ptr<s16*> decodedSample;//Set if the record is for a raw sample as opposed to a SFX. std::shared_ptr<s16*> decodedSample; // Set if the record is for a raw sample as opposed to a SFX.
}SfxRecord; } SfxRecord;
class AudioGlossaryData { class AudioGlossaryData {
public: public:
@ -83,8 +89,9 @@ class ActorAccessibility {
SceneList_t sceneList; SceneList_t sceneList;
AccessibleAudioEngine* audioEngine; AccessibleAudioEngine* audioEngine;
SfxExtractor sfxExtractor; SfxExtractor sfxExtractor;
std::unordered_map<s16, SfxRecord> sfxMap;//Maps internal sfx to external (prerendered) resources. std::unordered_map<s16, SfxRecord> sfxMap; // Maps internal sfx to external (prerendered) resources.
std::unordered_map<std::string, SfxRecord> sampleMap;//Similar to above, but this one maps raw audio samples as opposed to SFX. std::unordered_map<std::string, SfxRecord>
sampleMap; // Similar to above, but this one maps raw audio samples as opposed to SFX.
int extractSfx = 0; int extractSfx = 0;
s16 currentScene = -1; s16 currentScene = -1;
s8 currentRoom = -1; s8 currentRoom = -1;
@ -94,9 +101,6 @@ class ActorAccessibility {
}; };
static ActorAccessibility* aa; static ActorAccessibility* aa;
uint64_t ActorAccessibility_GetNextID() { uint64_t ActorAccessibility_GetNextID() {
uint64_t result = aa->nextActorID; uint64_t result = aa->nextActorID;
aa->nextActorID++; aa->nextActorID++;
@ -111,24 +115,20 @@ void ActorAccessibility_OnGameFrameUpdate() {
if (gPlayState == NULL) if (gPlayState == NULL)
return; return;
if (!GameInteractor::IsSaveLoaded() && !aa->extractSfx) if (!GameInteractor::IsSaveLoaded() && !aa->extractSfx)
return;//Title screen, skip. return; // Title screen, skip.
ActorAccessibility_RunAccessibilityForAllActors(gPlayState); ActorAccessibility_RunAccessibilityForAllActors(gPlayState);
} }
void ActorAccessibility_OnActorDestroy(void* actor) void ActorAccessibility_OnActorDestroy(void* actor) {
{ ActorAccessibility_RemoveTrackedActor((Actor*)actor);
ActorAccessibility_RemoveTrackedActor((Actor*) actor);
} }
void ActorAccessibility_OnGameStillFrozen() void ActorAccessibility_OnGameStillFrozen() {
{
if (gPlayState == NULL) if (gPlayState == NULL)
return; return;
if (aa->extractSfx) if (aa->extractSfx)
ActorAccessibility_HandleSoundExtractionMode(gPlayState); ActorAccessibility_HandleSoundExtractionMode(gPlayState);
} }
void ActorAccessibility_Init() { void ActorAccessibility_Init() {
aa = new ActorAccessibility(); aa = new ActorAccessibility();
aa->glossary = new AudioGlossaryData(); aa->glossary = new AudioGlossaryData();
@ -145,12 +145,12 @@ void ActorAccessibility_OnGameStillFrozen()
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayerUpdate>(ActorAccessibility_OnGameFrameUpdate); GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayerUpdate>(ActorAccessibility_OnGameFrameUpdate);
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameStillFrozen>(ActorAccessibility_OnGameStillFrozen); GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameStillFrozen>(ActorAccessibility_OnGameStillFrozen);
} }
void ActorAccessibility_Shutdown() { void ActorAccessibility_Shutdown() {
ActorAccessibility_ShutdownAudio(); ActorAccessibility_ShutdownAudio();
delete aa; delete aa;
} }
void ActorAccessibility_InitPolicy(ActorAccessibilityPolicy * policy, const char* englishName, void ActorAccessibility_InitPolicy(ActorAccessibilityPolicy* policy, const char* englishName,
ActorAccessibilityCallback callback, s16 sfx) { ActorAccessibilityCallback callback, s16 sfx) {
policy->callback = callback; policy->callback = callback;
policy->distance = 500; policy->distance = 500;
@ -167,12 +167,10 @@ void ActorAccessibility_Shutdown() {
policy->aimAssist.isProvider = false; policy->aimAssist.isProvider = false;
policy->aimAssist.sfx = NA_SE_SY_HITPOINT_ALARM; policy->aimAssist.sfx = NA_SE_SY_HITPOINT_ALARM;
policy->aimAssist.tolerance = 0.0; policy->aimAssist.tolerance = 0.0;
}
} void ActorAccessibility_AddSupportedActor(s16 type, ActorAccessibilityPolicy policy) {
void ActorAccessibility_AddSupportedActor(s16 type, ActorAccessibilityPolicy policy) {
aa->supportedActors[type] = policy; aa->supportedActors[type] = policy;
} }
ActorAccessibilityPolicy* ActorAccessibility_GetPolicyForActor(s16 type) { ActorAccessibilityPolicy* ActorAccessibility_GetPolicyForActor(s16 type) {
@ -180,16 +178,14 @@ ActorAccessibilityPolicy* ActorAccessibility_GetPolicyForActor(s16 type) {
if (i == aa->supportedActors.end()) if (i == aa->supportedActors.end())
return NULL; return NULL;
return &(i->second); return &(i->second);
}
}
int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) { int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
static std::mt19937 gen; static std::mt19937 gen;
std::uniform_int_distribution<> dist(min, max); std::uniform_int_distribution<> dist(min, max);
return dist(gen); return dist(gen);
}
} void ActorAccessibility_TrackNewActor(Actor* actor) {
void ActorAccessibility_TrackNewActor(Actor * actor) {
// Don't track actors for which no accessibility policy has been configured. // Don't track actors for which no accessibility policy has been configured.
ActorAccessibilityPolicy* policy = ActorAccessibility_GetPolicyForActor(actor->id); ActorAccessibilityPolicy* policy = ActorAccessibility_GetPolicyForActor(actor->id);
if (policy == NULL) if (policy == NULL)
@ -198,7 +194,7 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
accessibleActor.instanceID = ActorAccessibility_GetNextID(); accessibleActor.instanceID = ActorAccessibility_GetNextID();
accessibleActor.actor = actor; accessibleActor.actor = actor;
accessibleActor.id = actor->id; accessibleActor.id = actor->id;
//Stagger the start times so that all of the sounds don't play at exactly the same time. // Stagger the start times so that all of the sounds don't play at exactly the same time.
accessibleActor.frameCount = ActorAccessibility_GetRandomStartingFrameCount(0, policy->n); accessibleActor.frameCount = ActorAccessibility_GetRandomStartingFrameCount(0, policy->n);
accessibleActor.basePitch = policy->pitch; accessibleActor.basePitch = policy->pitch;
accessibleActor.policy = *policy; accessibleActor.policy = *policy;
@ -220,9 +216,8 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
return; // Probably a malloc error preventing user data initialization. return; // Probably a malloc error preventing user data initialization.
} }
}
} void ActorAccessibility_RemoveTrackedActor(Actor* actor) {
void ActorAccessibility_RemoveTrackedActor(Actor* actor) {
TrackedActors_t::iterator i = aa->trackedActors.find(actor); TrackedActors_t::iterator i = aa->trackedActors.find(actor);
if (i == aa->trackedActors.end()) if (i == aa->trackedActors.end())
return; return;
@ -235,13 +230,12 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
i2->second.policy.cleanupUserData(&i2->second); i2->second.policy.cleanupUserData(&i2->second);
ActorAccessibility_StopAllSoundsForActor(&i2->second); ActorAccessibility_StopAllSoundsForActor(&i2->second);
aa->accessibleActorList.erase(i2); aa->accessibleActorList.erase(i2);
}
} f32 ActorAccessibility_DBToLinear(float gain) {
f32 ActorAccessibility_DBToLinear(float gain) {
return (float)pow(10.0, gain / 20.0f); return (float)pow(10.0, gain / 20.0f);
} }
f32 ActorAccessibility_ComputeCurrentVolume(f32 maxDistance, f32 xzDistToPlayer) { f32 ActorAccessibility_ComputeCurrentVolume(f32 maxDistance, f32 xzDistToPlayer) {
if (maxDistance == 0) if (maxDistance == 0)
return 0.0; return 0.0;
f32 absDistance = fabs(xzDistToPlayer); f32 absDistance = fabs(xzDistToPlayer);
@ -249,118 +243,91 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
f32 db = LERP(0.0 - MAX_DB_REDUCTION, 0.0, (maxDistance - absDistance) / maxDistance); f32 db = LERP(0.0 - MAX_DB_REDUCTION, 0.0, (maxDistance - absDistance) / maxDistance);
return ActorAccessibility_DBToLinear(db); return ActorAccessibility_DBToLinear(db);
}
} const char* ActorAccessibility_MapSfxToExternalAudio(s16 sfxId);
const char* ActorAccessibility_MapSfxToExternalAudio(s16 sfxId); void ActorAccessibility_PlaySound(void* handle, int slot, s16 sfxId, bool looping) {
void ActorAccessibility_PlaySound(void* handle, int slot, s16 sfxId, bool looping)
{
const char* path = ActorAccessibility_MapSfxToExternalAudio(sfxId); const char* path = ActorAccessibility_MapSfxToExternalAudio(sfxId);
if (path == NULL) if (path == NULL)
return; return;
aa->audioEngine->playSound((uintptr_t)handle, slot, path, looping); aa->audioEngine->playSound((uintptr_t)handle, slot, path, looping);
} }
const char* ActorAccessibility_MapRawSampleToExternalAudio(const char* name); const char* ActorAccessibility_MapRawSampleToExternalAudio(const char* name);
void ActorAccessibility_PlayRawSample(void* handle, int slot, const char* name, bool looping) void ActorAccessibility_PlayRawSample(void* handle, int slot, const char* name, bool looping) {
{
const char* path = ActorAccessibility_MapRawSampleToExternalAudio(name); const char* path = ActorAccessibility_MapRawSampleToExternalAudio(name);
if (path == NULL) if (path == NULL)
return; return;
aa->audioEngine->playSound((uintptr_t)handle, slot, path, looping); aa->audioEngine->playSound((uintptr_t)handle, slot, path, looping);
}
} void ActorAccessibility_StopSound(void* handle, int slot) {
void ActorAccessibility_StopSound(void* handle, int slot) aa->audioEngine->stopSound((uintptr_t)handle, slot);
{ }
aa->audioEngine->stopSound((uintptr_t) handle, slot); void ActorAccessibility_StopAllSounds(void* handle) {
}
void ActorAccessibility_StopAllSounds(void* handle)
{
aa->audioEngine->stopAllSounds((uintptr_t)handle); aa->audioEngine->stopAllSounds((uintptr_t)handle);
} }
void ActorAccessibility_SetSoundPitch(void* handle, int slot, float pitch) void ActorAccessibility_SetSoundPitch(void* handle, int slot, float pitch) {
{
aa->audioEngine->setPitch((uintptr_t)handle, slot, pitch); aa->audioEngine->setPitch((uintptr_t)handle, slot, pitch);
}
} void ActorAccessibility_SetPitchBehindModifier(void* handle, int slot, float mod) {
void ActorAccessibility_SetPitchBehindModifier(void* handle, int slot, float mod) aa->audioEngine->setPitchBehindModifier((uintptr_t)handle, slot, mod);
{ }
aa->audioEngine->setPitchBehindModifier((uintptr_t) handle, slot, mod); void ActorAccessibility_SetSoundPos(void* handle, int slot, Vec3f* pos, f32 distToPlayer, f32 maxDistance) {
aa->audioEngine->setSoundPosition((uintptr_t)handle, slot, pos->x, pos->y, pos->z, distToPlayer, maxDistance);
} }
void ActorAccessibility_SetSoundPos(void* handle, int slot, Vec3f* pos, f32 distToPlayer, f32 maxDistance) { void ActorAccessibility_SetSoundVolume(void* handle, int slot, float volume) {
aa->audioEngine->setSoundPosition((uintptr_t) handle, slot, pos->x, pos->y, pos->z, distToPlayer, maxDistance);
}
void ActorAccessibility_SetSoundVolume(void* handle, int slot, float volume)
{
aa->audioEngine->setVolume((uintptr_t)handle, slot, volume); aa->audioEngine->setVolume((uintptr_t)handle, slot, volume);
}
} void ActorAccessibility_SetSoundPan(void* handle, int slot, Vec3f* projectedPos) {
void ActorAccessibility_SetSoundPan(void* handle, int slot, Vec3f* projectedPos)
{
float pan = projectedPos->x / 270; float pan = projectedPos->x / 270;
if (pan < -1.0) if (pan < -1.0)
pan = -1.0; pan = -1.0;
if (pan > 1.0) if (pan > 1.0)
pan = 1.0; pan = 1.0;
aa->audioEngine->setPan((uintptr_t)handle, slot, pan); aa->audioEngine->setPan((uintptr_t)handle, slot, pan);
}
} void ActorAccessibility_SetSoundFilter(void* handle, int slot, float cutoff) {
void ActorAccessibility_SetSoundFilter(void* handle, int slot, float cutoff)
{
aa->audioEngine->setFilter((uintptr_t)handle, slot, cutoff); aa->audioEngine->setFilter((uintptr_t)handle, slot, cutoff);
}
} void ActorAccessibility_SeekSound(void* handle, int slot, size_t offset) {
void ActorAccessibility_SeekSound(void* handle, int slot, size_t offset)
{
aa->audioEngine->seekSound((uintptr_t)handle, slot, offset); aa->audioEngine->seekSound((uintptr_t)handle, slot, offset);
}
} void ActorAccessibility_ConfigureSoundForActor(AccessibleActor* actor, int slot) {
void ActorAccessibility_ConfigureSoundForActor(AccessibleActor* actor, int slot)
{
ActorAccessibility_SetSoundPitch(actor, slot, actor->policy.pitch); ActorAccessibility_SetSoundPitch(actor, slot, actor->policy.pitch);
ActorAccessibility_SetPitchBehindModifier(actor, slot, actor->policy.pitchModifier); ActorAccessibility_SetPitchBehindModifier(actor, slot, actor->policy.pitchModifier);
ActorAccessibility_SetSoundPos(actor, slot, &actor->projectedPos, actor->xyzDistToPlayer, ActorAccessibility_SetSoundPos(actor, slot, &actor->projectedPos, actor->xyzDistToPlayer, actor->policy.distance);
actor->policy.distance);
ActorAccessibility_SetSoundVolume(actor, slot, actor->policy.volume); ActorAccessibility_SetSoundVolume(actor, slot, actor->policy.volume);
actor->managedSoundSlots[slot] = true; actor->managedSoundSlots[slot] = true;
} }
void ActorAccessibility_PlaySoundForActor(AccessibleActor* actor, int slot, s16 sfxId, bool looping) void ActorAccessibility_PlaySoundForActor(AccessibleActor* actor, int slot, s16 sfxId, bool looping) {
{
if (slot < 0 || slot > NUM_MANAGED_SOUND_SLOTS) if (slot < 0 || slot > NUM_MANAGED_SOUND_SLOTS)
return; return;
ActorAccessibility_PlaySound(actor, slot, sfxId, looping); ActorAccessibility_PlaySound(actor, slot, sfxId, looping);
ActorAccessibility_ConfigureSoundForActor(actor, slot); ActorAccessibility_ConfigureSoundForActor(actor, slot);
}
} void ActorAccessibility_PlaySampleForActor(AccessibleActor* actor, int slot, const char* name, bool looping) {
void ActorAccessibility_PlaySampleForActor(AccessibleActor* actor, int slot, const char* name, bool looping)
{
if (slot < 0 || slot > NUM_MANAGED_SOUND_SLOTS) if (slot < 0 || slot > NUM_MANAGED_SOUND_SLOTS)
return; return;
ActorAccessibility_PlayRawSample(actor, slot, name, looping); ActorAccessibility_PlayRawSample(actor, slot, name, looping);
ActorAccessibility_ConfigureSoundForActor(actor, slot); ActorAccessibility_ConfigureSoundForActor(actor, slot);
}
} void ActorAccessibility_StopSoundForActor(AccessibleActor* actor, int slot) {
void ActorAccessibility_StopSoundForActor(AccessibleActor* actor, int slot)
{
if (slot < 0 || slot >= NUM_MANAGED_SOUND_SLOTS) if (slot < 0 || slot >= NUM_MANAGED_SOUND_SLOTS)
return; return;
ActorAccessibility_StopSound(actor, slot); ActorAccessibility_StopSound(actor, slot);
actor->managedSoundSlots[slot] = false; actor->managedSoundSlots[slot] = false;
} }
void ActorAccessibility_StopAllSoundsForActor(AccessibleActor* actor) void ActorAccessibility_StopAllSoundsForActor(AccessibleActor* actor)
{ {
ActorAccessibility_StopAllSounds(actor); ActorAccessibility_StopAllSounds(actor);
for (int i = 0; i < NUM_MANAGED_SOUND_SLOTS; i++) for (int i = 0; i < NUM_MANAGED_SOUND_SLOTS; i++)
actor->managedSoundSlots[i] = false; actor->managedSoundSlots[i] = false;
} }
bool ActorAccessibility_IsRealActor(AccessibleActor* actor) { bool ActorAccessibility_IsRealActor(AccessibleActor* actor) {
return actor->actor != NULL; return actor->actor != NULL;
}
} void ActorAccessibility_CopyParamsFromRealActor(AccessibleActor* actor) {
void ActorAccessibility_CopyParamsFromRealActor(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
if (actor->actor == NULL) if (actor->actor == NULL)
return; return;
@ -368,31 +335,28 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
actor->xzDistToPlayer = actor->actor->xzDistToPlayer; actor->xzDistToPlayer = actor->actor->xzDistToPlayer;
actor->isDrawn = actor->actor->isDrawn; actor->isDrawn = actor->actor->isDrawn;
actor->xyzDistToPlayer = Math_Vec3f_DistXYZ(&actor->actor->world.pos, &player->actor.world.pos); actor->xyzDistToPlayer = Math_Vec3f_DistXYZ(&actor->actor->world.pos, &player->actor.world.pos);
} }
void ActorAccessibility_PrepareNextAudioFrame(); void ActorAccessibility_PrepareNextAudioFrame();
void ActorAccessibility_StopAllVirtualActors(VirtualActorList* list) void ActorAccessibility_StopAllVirtualActors(VirtualActorList* list) {
{
if (list == NULL) if (list == NULL)
return; return;
VAList_t* val = (VAList_t*)list; VAList_t* val = (VAList_t*)list;
for (auto i = val->begin(); i != val->end(); i++) for (auto i = val->begin(); i != val->end(); i++)
ActorAccessibility_StopAllSounds((void*) &(*i)); ActorAccessibility_StopAllSounds((void*)&(*i));
}
} void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActor* actor) {
void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActor* actor) {
Player* player = GET_PLAYER(play); Player* player = GET_PLAYER(play);
actor->play = play; actor->play = play;
if(ActorAccessibility_IsRealActor(actor)) if (ActorAccessibility_IsRealActor(actor))
ActorAccessibility_CopyParamsFromRealActor(actor); ActorAccessibility_CopyParamsFromRealActor(actor);
else { else {
//Perform calculations that the game would normally take care of for real actors. // Perform calculations that the game would normally take care of for real actors.
f32 w = 0.0f; f32 w = 0.0f;
//Set actor->projectedPos. // Set actor->projectedPos.
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos, SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos, &w);
&w); // Set actor->xzDistToPlayer.
//Set actor->xzDistToPlayer.
actor->xzDistToPlayer = Math_Vec3f_DistXZ(&actor->world.pos, &player->actor.world.pos); actor->xzDistToPlayer = Math_Vec3f_DistXZ(&actor->world.pos, &player->actor.world.pos);
actor->xyzDistToPlayer = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos); actor->xyzDistToPlayer = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
@ -402,14 +366,13 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
if (actor->actor != NULL && fabs(actor->actor->yDistToPlayer) > actor->policy.ydist) { if (actor->actor != NULL && fabs(actor->actor->yDistToPlayer) > actor->policy.ydist) {
return; return;
} }
//Send sound parameters to the new audio engine. Eventually remove the old stuff once all actors are carried over. // Send sound parameters to the new audio engine. Eventually remove the old stuff once all actors are carried over.
for (int i = 0; i < NUM_MANAGED_SOUND_SLOTS; i++) for (int i = 0; i < NUM_MANAGED_SOUND_SLOTS; i++) {
{ if (actor->managedSoundSlots[i]) {
if (actor->managedSoundSlots[i]) ActorAccessibility_SetSoundPos(actor, i, &actor->projectedPos, actor->xyzDistToPlayer,
{ actor->policy.distance);
ActorAccessibility_SetSoundPos(actor, i, &actor->projectedPos, actor->xyzDistToPlayer, actor->policy.distance); // Judgement call: pitch changes are rare enough that it doesn't make sense to pay the cost of updating it
//Judgement call: pitch changes are rare enough that it doesn't make sense to pay the cost of updating it every frame. If you want a pitch change, call the function as needed. // every frame. If you want a pitch change, call the function as needed.
} }
} }
actor->frameCount++; actor->frameCount++;
@ -425,8 +388,7 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
return; return;
if (actor->policy.aimAssist.isProvider) { if (actor->policy.aimAssist.isProvider) {
if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON && if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON &&
(player->stateFlags1 & PLAYER_STATE1_USING_BOOMERANG || (player->stateFlags1 & PLAYER_STATE1_USING_BOOMERANG || player->stateFlags1 & PLAYER_STATE1_ITEM_IN_HAND)) {
player->stateFlags1 & PLAYER_STATE1_ITEM_IN_HAND)) {
ActorAccessibility_SetSoundPitch(actor, 9, actor->aimAssist.pitch); ActorAccessibility_SetSoundPitch(actor, 9, actor->aimAssist.pitch);
actor->aimAssist.framesSinceAimAssist++; actor->aimAssist.framesSinceAimAssist++;
ActorAccessibility_ProvideAimAssistForActor(actor); ActorAccessibility_ProvideAimAssistForActor(actor);
@ -438,21 +400,19 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false); ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false);
} }
} else } else
actor->aimAssist.framesSinceAimAssist = 32768;//Make sure there's no delay the next time you draw your bow or whatever. actor->aimAssist.framesSinceAimAssist =
32768; // Make sure there's no delay the next time you draw your bow or whatever.
} }
if (actor->policy.callback != NULL) if (actor->policy.callback != NULL)
actor->policy.callback(actor); actor->policy.callback(actor);
else else
ActorAccessibility_PlaySoundForActor(actor, 0, actor->policy.sound, false); ActorAccessibility_PlaySoundForActor(actor, 0, actor->policy.sound, false);
}
} void ActorAccessibility_RunAccessibilityForAllActors(PlayState* play) {
void ActorAccessibility_RunAccessibilityForAllActors(PlayState* play) {
Player* player = GET_PLAYER(play); Player* player = GET_PLAYER(play);
if (play->sceneNum != aa->currentScene) if (play->sceneNum != aa->currentScene) {
{
ActorAccessibility_StopAllVirtualActors(aa->currentEverywhere); ActorAccessibility_StopAllVirtualActors(aa->currentEverywhere);
ActorAccessibility_StopAllVirtualActors(aa->currentSceneGlobal); ActorAccessibility_StopAllVirtualActors(aa->currentSceneGlobal);
ActorAccessibility_StopAllVirtualActors(aa->currentRoomLocal); ActorAccessibility_StopAllVirtualActors(aa->currentRoomLocal);
@ -461,23 +421,18 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
aa->currentScene = play->sceneNum; aa->currentScene = play->sceneNum;
aa->currentRoomLocal = NULL; aa->currentRoomLocal = NULL;
aa->currentRoom = -1; aa->currentRoom = -1;
} }
if (aa->currentRoom != play->roomCtx.curRoom.num) if (aa->currentRoom != play->roomCtx.curRoom.num) {
{
ActorAccessibility_StopAllVirtualActors(aa->currentRoomLocal); ActorAccessibility_StopAllVirtualActors(aa->currentRoomLocal);
aa->currentRoomLocal = ActorAccessibility_GetVirtualActorList(play->sceneNum, play->roomCtx.curRoom.num); aa->currentRoomLocal = ActorAccessibility_GetVirtualActorList(play->sceneNum, play->roomCtx.curRoom.num);
aa->currentRoom = play->roomCtx.curRoom.num; aa->currentRoom = play->roomCtx.curRoom.num;
} }
if (aa->glossary->currentScene != play->sceneNum || aa->glossary->currentRoom != play->roomCtx.curRoom.num) { if (aa->glossary->currentScene != play->sceneNum || aa->glossary->currentRoom != play->roomCtx.curRoom.num) {
if (aa->glossary->GlossaryStarted = true) { if (aa->glossary->GlossaryStarted = true) {
aa->glossary->cooldown = 0; aa->glossary->cooldown = 0;
aa->glossary->GlossaryStarted = false; aa->glossary->GlossaryStarted = false;
freezeActors = false; freezeActors = false;
} }
} }
if (player->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE) { if (player->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE) {
return; return;
@ -487,30 +442,29 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
return; return;
} }
//Real actors. // Real actors.
for (AccessibleActorList_t::iterator i = aa->accessibleActorList.begin(); i != aa->accessibleActorList.end(); i++) for (AccessibleActorList_t::iterator i = aa->accessibleActorList.begin(); i != aa->accessibleActorList.end(); i++)
ActorAccessibility_RunAccessibilityForActor(play, &i->second); ActorAccessibility_RunAccessibilityForActor(play, &i->second);
//Virtual actors in the "everywhere" group. // Virtual actors in the "everywhere" group.
VAList_t* list = (VAList_t*)aa->currentEverywhere; VAList_t* list = (VAList_t*)aa->currentEverywhere;
for (VAList_t::iterator i = list->begin(); i != list->end(); i++) for (VAList_t::iterator i = list->begin(); i != list->end(); i++)
ActorAccessibility_RunAccessibilityForActor(play, &(*i)); ActorAccessibility_RunAccessibilityForActor(play, &(*i));
//Virtual actors for the current room and scene. // Virtual actors for the current room and scene.
list = (VAList_t*)aa->currentRoomLocal; list = (VAList_t*)aa->currentRoomLocal;
for (VAList_t::iterator i = list->begin(); i != list->end(); i++) for (VAList_t::iterator i = list->begin(); i != list->end(); i++)
ActorAccessibility_RunAccessibilityForActor(play, &(*i)); ActorAccessibility_RunAccessibilityForActor(play, &(*i));
//Scene-global virtual actors. Most of these are automatically generated VAs from polygons, because there's no way to sort these into rooms. // Scene-global virtual actors. Most of these are automatically generated VAs from polygons, because there's no way
// to sort these into rooms.
list = (VAList_t*)aa->currentSceneGlobal; list = (VAList_t*)aa->currentSceneGlobal;
for (VAList_t::iterator i = list->begin(); i != list->end(); i++) for (VAList_t::iterator i = list->begin(); i != list->end(); i++)
ActorAccessibility_RunAccessibilityForActor(play, &(*i)); ActorAccessibility_RunAccessibilityForActor(play, &(*i));
// Processes external audio engine.
//Processes external audio engine.
ActorAccessibility_PrepareNextAudioFrame(); ActorAccessibility_PrepareNextAudioFrame();
} }
void ActorAccessibility_AudioGlossary(PlayState* play) { void ActorAccessibility_AudioGlossary(PlayState* play) {
if (aa->glossary->GlossaryStarted) { if (aa->glossary->GlossaryStarted) {
@ -527,7 +481,8 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
return; return;
} }
OSContPad* trackerButtonsPressed = std::dynamic_pointer_cast<LUS::ControlDeck>(Ship::Context::GetInstance()->GetControlDeck())->GetPads(); OSContPad* trackerButtonsPressed =
std::dynamic_pointer_cast<LUS::ControlDeck>(Ship::Context::GetInstance()->GetControlDeck())->GetPads();
bool comboStartGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[10] && bool comboStartGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[10] &&
trackerButtonsPressed[0].button & buttons[6]; trackerButtonsPressed[0].button & buttons[6];
if (comboStartGlossary) { if (comboStartGlossary) {
@ -556,9 +511,7 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
} }
aa->glossary->cooldown = 5; aa->glossary->cooldown = 5;
SpeechSynthesizer::Instance->Speak((*aa->glossary->current).second.policy.englishName, GetLanguageCode()); SpeechSynthesizer::Instance->Speak((*aa->glossary->current).second.policy.englishName, GetLanguageCode());
} }
bool comboDisableGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[11] && bool comboDisableGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[11] &&
trackerButtonsPressed[0].button & buttons[6]; trackerButtonsPressed[0].button & buttons[6];
@ -569,13 +522,10 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
} }
// Processes external audio engine. // Processes external audio engine.
ActorAccessibility_PrepareNextAudioFrame(); ActorAccessibility_PrepareNextAudioFrame();
}
} // Virtual actor config.
VirtualActorList* ActorAccessibility_GetVirtualActorList(s16 sceneNum, s8 roomNum) {
//Virtual actor config.
VirtualActorList* ActorAccessibility_GetVirtualActorList(s16 sceneNum, s8 roomNum)
{
SceneAndRoom sr; SceneAndRoom sr;
sr.values.sceneIndex = sceneNum; sr.values.sceneIndex = sceneNum;
sr.values.roomIndex = roomNum; sr.values.roomIndex = roomNum;
@ -584,10 +534,8 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
VAList_t* l = &aa->vaZones[sr.raw]; VAList_t* l = &aa->vaZones[sr.raw];
return (VirtualActorList*)l; return (VirtualActorList*)l;
}
} AccessibleActor* ActorAccessibility_AddVirtualActor(VirtualActorList* list, VIRTUAL_ACTOR_TABLE type, PosRot where) {
AccessibleActor* ActorAccessibility_AddVirtualActor(VirtualActorList* list, VIRTUAL_ACTOR_TABLE type, PosRot where)
{
ActorAccessibilityPolicy* policy = ActorAccessibility_GetPolicyForActor(type); ActorAccessibilityPolicy* policy = ActorAccessibility_GetPolicyForActor(type);
if (policy == NULL) if (policy == NULL)
return NULL; return NULL;
@ -622,21 +570,19 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
return NULL; // Probably a malloc error preventing user data initialization. return NULL; // Probably a malloc error preventing user data initialization.
} }
return savedActor; return savedActor;
}
} void ActorAccessibility_InterpretCurrentScene(PlayState* play) {
void ActorAccessibility_InterpretCurrentScene(PlayState* play)
{
if (aa->sceneList.contains(play->sceneNum)) if (aa->sceneList.contains(play->sceneNum))
return;//Scene interpretation already complete for this scene. return; // Scene interpretation already complete for this scene.
aa->sceneList.insert(play->sceneNum); aa->sceneList.insert(play->sceneNum);
VirtualActorList* list = ActorAccessibility_GetVirtualActorList(play->sceneNum, -1);//Scene-global VAs. VirtualActorList* list = ActorAccessibility_GetVirtualActorList(play->sceneNum, -1); // Scene-global VAs.
if (list == NULL) if (list == NULL)
return; return;
for (int i = 0; i < play->colCtx.colHeader->numPolygons; i++) for (int i = 0; i < play->colCtx.colHeader->numPolygons; i++) {
{
CollisionPoly* poly = &play->colCtx.colHeader->polyList[i]; CollisionPoly* poly = &play->colCtx.colHeader->polyList[i];
// checks if climable // checks if climable
if ((func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 8 || func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 3)) { if ((func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 8 ||
func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 3)) {
ActorAccessibility_PolyToVirtualActor(play, poly, VA_CLIMB, list); ActorAccessibility_PolyToVirtualActor(play, poly, VA_CLIMB, list);
} }
if (SurfaceType_IsWallDamage(&play->colCtx, poly, BGCHECK_SCENE)) { if (SurfaceType_IsWallDamage(&play->colCtx, poly, BGCHECK_SCENE)) {
@ -649,11 +595,10 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
ActorAccessibility_PolyToVirtualActor(play, poly, VA_SPIKE, list); ActorAccessibility_PolyToVirtualActor(play, poly, VA_SPIKE, list);
}*/ }*/
} }
}
} // Convert poly to VA.
//Convert poly to VA. void ActorAccessibility_PolyToVirtualActor(PlayState* play, CollisionPoly* poly, VIRTUAL_ACTOR_TABLE va,
void ActorAccessibility_PolyToVirtualActor(PlayState* play, CollisionPoly* poly, VIRTUAL_ACTOR_TABLE va, VirtualActorList* destination) VirtualActorList* destination) {
{
Vec3f polyVerts[3]; Vec3f polyVerts[3];
CollisionPoly_GetVertices(poly, play->colCtx.colHeader->vtxList, polyVerts); CollisionPoly_GetVertices(poly, play->colCtx.colHeader->vtxList, polyVerts);
PosRot where; PosRot where;
@ -673,9 +618,8 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
s16 nextEntranceIndex = play->setupExitList[actor->sceneIndex - 1]; s16 nextEntranceIndex = play->setupExitList[actor->sceneIndex - 1];
actor->sceneIndex = gEntranceTable[nextEntranceIndex].scene; actor->sceneIndex = gEntranceTable[nextEntranceIndex].scene;
} }
} }
void ActorAccessibility_AnnounceRoomNumber(PlayState* play) void ActorAccessibility_AnnounceRoomNumber(PlayState* play) {
{
std::stringstream ss; std::stringstream ss;
ss << "Room" << (int)play->roomCtx.curRoom.num; ss << "Room" << (int)play->roomCtx.curRoom.num;
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) if (Flags_GetClear(play, play->roomCtx.curRoom.num))
@ -683,28 +627,26 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
else else
ss << "." << std::endl; ss << "." << std::endl;
SpeechSynthesizer::Instance->Speak(ss.str().c_str(), GetLanguageCode()); SpeechSynthesizer::Instance->Speak(ss.str().c_str(), GetLanguageCode());
}
} // Aim cue support.
//Aim cue support. void ActorAccessibility_ProvideAimAssistForActor(AccessibleActor* actor) {
void ActorAccessibility_ProvideAimAssistForActor(AccessibleActor* actor)
{
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
// 16384 // 16384
s32 angle = player->actor.focus.rot.x; s32 angle = player->actor.focus.rot.x;
angle = angle / -14000.0 * 16384; angle = angle / -14000.0 * 16384;
f32 slope = Math_SinS(angle) / Math_CosS(angle)*1.0; f32 slope = Math_SinS(angle) / Math_CosS(angle) * 1.0;
s32 yIntercept = (slope * (actor->xzDistToPlayer)) + player->actor.focus.pos.y; s32 yIntercept = (slope * (actor->xzDistToPlayer)) + player->actor.focus.pos.y;
s32 yHight = actor->actor->world.pos.y+25; s32 yHight = actor->actor->world.pos.y + 25;
if (slope < 1) { if (slope < 1) {
slope = 1; slope = 1;
} }
s32 correction = (1 - 1 / slope)*100; s32 correction = (1 - 1 / slope) * 100;
if ((yIntercept) > yHight + 25) { if ((yIntercept) > yHight + 25) {
actor->aimAssist.pitch = 1.5; actor->aimAssist.pitch = 1.5;
} else if ((yIntercept) < yHight - 25) { } else if ((yIntercept) < yHight - 25) {
actor->aimAssist.pitch = 0.5; actor->aimAssist.pitch = 0.5;
} }
s32 yDiff = fabs(yIntercept-yHight); s32 yDiff = fabs(yIntercept - yHight);
if (yIntercept - yHight > 0) { if (yIntercept - yHight > 0) {
yDiff -= correction; yDiff -= correction;
if (yDiff < 0) { if (yDiff < 0) {
@ -716,10 +658,10 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
} else { } else {
actor->aimAssist.frequency = 1 + (uint8_t)(yDiff / 5); actor->aimAssist.frequency = 1 + (uint8_t)(yDiff / 5);
} }
} }
//External audio engine stuff. // External audio engine stuff.
bool ActorAccessibility_InitAudio() { bool ActorAccessibility_InitAudio() {
try { try {
aa->audioEngine = new AccessibleAudioEngine(); aa->audioEngine = new AccessibleAudioEngine();
} catch (...) { } catch (...) {
@ -727,33 +669,31 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
return false; return false;
} }
return true; return true;
} }
void ActorAccessibility_ShutdownAudio() { void ActorAccessibility_ShutdownAudio() {
if (aa->isOn == 0) if (aa->isOn == 0)
return; return;
delete aa->audioEngine; delete aa->audioEngine;
} }
void ActorAccessibility_MixAccessibleAudioWithGameAudio(int16_t* ogBuffer, uint32_t nFrames) { void ActorAccessibility_MixAccessibleAudioWithGameAudio(int16_t* ogBuffer, uint32_t nFrames) {
if (aa->isOn == 0) if (aa->isOn == 0)
return; return;
aa->audioEngine->mix(ogBuffer, nFrames); aa->audioEngine->mix(ogBuffer, nFrames);
}
} // Map one of the game's sfx to a path which as understood by the external audio engine. The returned token is a
// Map one of the game's sfx to a path which as understood by the external audio engine. The returned token is a // short hex string that can be passed directly to the audio engine.
// short hex string that can be passed directly to the audio engine. const char* ActorAccessibility_MapSfxToExternalAudio(s16 sfxId) {
const char* ActorAccessibility_MapSfxToExternalAudio(s16 sfxId)
{
SfxRecord* record; SfxRecord* record;
auto it = aa->sfxMap.find(sfxId); auto it = aa->sfxMap.find(sfxId);
if (it == aa->sfxMap.end()) if (it == aa->sfxMap.end()) {
{
SfxRecord tempRecord; SfxRecord tempRecord;
std::string fullPath = SfxExtractor::getExternalFileName(sfxId); std::string fullPath = SfxExtractor::getExternalFileName(sfxId);
auto res = std::static_pointer_cast<Ship::Blob>(Ship::Context::GetInstance()->GetResourceManager()->LoadResource(fullPath)); auto res = std::static_pointer_cast<Ship::Blob>(
Ship::Context::GetInstance()->GetResourceManager()->LoadResource(fullPath));
if(res == nullptr) if (res == nullptr)
return NULL;//Resource doesn't exist, user's gotta run the extractor. return NULL; // Resource doesn't exist, user's gotta run the extractor.
tempRecord.resource = res; tempRecord.resource = res;
std::stringstream ss; std::stringstream ss;
ss << std::setw(4) << std::setfill('0') << std::hex << sfxId; ss << std::setw(4) << std::setfill('0') << std::hex << sfxId;
@ -766,12 +706,9 @@ return NULL;//Resource doesn't exist, user's gotta run the extractor.
record = &it->second; record = &it->second;
return record->path.c_str(); return record->path.c_str();
}
// Map the path to a raw sample to the external audio engine.
} const char* ActorAccessibility_MapRawSampleToExternalAudio(const char* name) {
//Map the path to a raw sample to the external audio engine.
const char* ActorAccessibility_MapRawSampleToExternalAudio(const char* name)
{
SfxRecord* record; SfxRecord* record;
std::string key(name); std::string key(name);
auto it = aa->sampleMap.find(key); auto it = aa->sampleMap.find(key);
@ -782,7 +719,7 @@ return NULL;//Resource doesn't exist, user's gotta run the extractor.
std::string fullPath = ss.str(); std::string fullPath = ss.str();
auto res = Ship::Context::GetInstance()->GetResourceManager()->LoadResource(fullPath); auto res = Ship::Context::GetInstance()->GetResourceManager()->LoadResource(fullPath);
if (res == nullptr) if (res == nullptr)
return NULL; // Resource doesn't exist, user's gotta run the extractor. return NULL; // Resource doesn't exist, user's gotta run the extractor.
AudioDecoder decoder; AudioDecoder decoder;
decoder.setSample((SOH::AudioSample*)res.get()); decoder.setSample((SOH::AudioSample*)res.get());
s16* wav; s16* wav;
@ -792,29 +729,21 @@ return NULL; // Resource doesn't exist, user's gotta run the extractor.
tempRecord.decodedSample = std::make_shared<s16*>(wav); tempRecord.decodedSample = std::make_shared<s16*>(wav);
aa->sampleMap[key] = tempRecord; aa->sampleMap[key] = tempRecord;
record = &aa->sampleMap[key]; record = &aa->sampleMap[key];
aa->audioEngine->cacheDecodedSample(record->path, wav, aa->audioEngine->cacheDecodedSample(record->path, wav, wavSize);
wavSize);
} else } else
record = &it->second; record = &it->second;
return record->path.c_str(); return record->path.c_str();
} }
// Call once per frame to tell the audio engine to start working on the latest batch of queued instructions. // Call once per frame to tell the audio engine to start working on the latest batch of queued instructions.
void ActorAccessibility_PrepareNextAudioFrame() { void ActorAccessibility_PrepareNextAudioFrame() {
aa->audioEngine->prepare(); aa->audioEngine->prepare();
}
} void ActorAccessibility_HandleSoundExtractionMode(PlayState* play) {
void ActorAccessibility_HandleSoundExtractionMode(PlayState* play)
{
aa->sfxExtractor.frameCallback(); aa->sfxExtractor.frameCallback();
}
} void ActorAccessibility_DoSoundExtractionStep() {
void ActorAccessibility_DoSoundExtractionStep()
{
aa->sfxExtractor.captureCallback(); aa->sfxExtractor.captureCallback();
}
}

View file

@ -4,7 +4,9 @@
#ifdef __cplusplus #ifdef __cplusplus
extern "C" { extern "C" {
#endif #endif
#define NUM_MANAGED_SOUND_SLOTS 10 //How many auto-managed sound slots can any given actor have? this can differ from AAE_SLOTS_PER_HANDLE, but cannot be greater. #define NUM_MANAGED_SOUND_SLOTS \
10 // How many auto-managed sound slots can any given actor have? this can differ from AAE_SLOTS_PER_HANDLE, but
// cannot be greater.
struct AccessibleActor; struct AccessibleActor;
typedef struct AccessibleActor AccessibleActor; typedef struct AccessibleActor AccessibleActor;
// A callback that is run regularely as the game progresses in order to provide accessibility services for an actor. // A callback that is run regularely as the game progresses in order to provide accessibility services for an actor.
@ -35,13 +37,13 @@ typedef struct {
bool runsAlways; // If set, then the distance policy is ignored. bool runsAlways; // If set, then the distance policy is ignored.
ActorAccessibilityUserDataInit initUserData; ActorAccessibilityUserDataInit initUserData;
ActorAccessibilityUserDataCleanup cleanupUserData; ActorAccessibilityUserDataCleanup cleanupUserData;
//Aim assist settings. // Aim assist settings.
struct { struct {
bool isProvider;//determines whether or not this actor supports aim assist. bool isProvider; // determines whether or not this actor supports aim assist.
s16 sfx; // The sound to play when this actor provides aim assist. Uses sound slot 9. s16 sfx; // The sound to play when this actor provides aim assist. Uses sound slot 9.
f32 tolerance; // How close to the center of the actor does Link have to aim for aim assist to consider f32 tolerance; // How close to the center of the actor does Link have to aim for aim assist to consider
// it lined up. // it lined up.
}aimAssist; } aimAssist;
} ActorAccessibilityPolicy; } ActorAccessibilityPolicy;
@ -71,8 +73,10 @@ struct AccessibleActor {
f32 basePitch; f32 basePitch;
f32 currentPitch; f32 currentPitch;
s16 sceneIndex;//If this actor represents a scene transition, then this will contain the destination scene index. Zero otherwise. s16 sceneIndex; // If this actor represents a scene transition, then this will contain the destination scene index.
bool managedSoundSlots[NUM_MANAGED_SOUND_SLOTS];//These have their attenuation and panning parameters updated every frame automatically. // Zero otherwise.
bool managedSoundSlots[NUM_MANAGED_SOUND_SLOTS]; // These have their attenuation and panning parameters updated
// every frame automatically.
struct { struct {
u16 framesSinceAimAssist; // Allows rate-based vertical aim assist. Incremented every frame for aim assist u16 framesSinceAimAssist; // Allows rate-based vertical aim assist. Incremented every frame for aim assist
// actors. Manually reset by aim assist provider. // actors. Manually reset by aim assist provider.
@ -99,22 +103,25 @@ void ActorAccessibility_AddSupportedActor(s16 type, ActorAccessibilityPolicy pol
void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActor* actor); void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActor* actor);
void ActorAccessibility_RunAccessibilityForAllActors(PlayState* play); void ActorAccessibility_RunAccessibilityForAllActors(PlayState* play);
/* /*
*Play sounds (usually from the game) using the external sound engine. This is probably not the function you want to call most of the time (see below). *Play sounds (usually from the game) using the external sound engine. This is probably not the function you want to
* handle: pointer to an arbitrary object. This object can be anything as it's only used as a classifier, but it's recommended that you use an AccessibleActor* as your handle whenever possible. Using AccessibleActor* as the handle gives you automatic cleanup when the actor is killed. *call most of the time (see below). handle: pointer to an arbitrary object. This object can be anything as it's only
* slot: Allows multiple sounds to be assigned to a single handle. The maximum number of slots per actor is 10 by default (but can be controlled by modifying AAE_SLOTS_PER_HANDLE). *used as a classifier, but it's recommended that you use an AccessibleActor* as your handle whenever possible. Using
* sfxId: one of the game's sfx IDs. Note that this plays prerendered sounds which you must have previously prepared. *AccessibleActor* as the handle gives you automatic cleanup when the actor is killed. slot: Allows multiple sounds to
*looping: whether to play the sound just once or on a continuous loop. *be assigned to a single handle. The maximum number of slots per actor is 10 by default (but can be controlled by
*/ *modifying AAE_SLOTS_PER_HANDLE). sfxId: one of the game's sfx IDs. Note that this plays prerendered sounds which you
*must have previously prepared. looping: whether to play the sound just once or on a continuous loop.
*/
void ActorAccessibility_PlaySound(void* actor, int slot, s16 sfxId, bool looping); void ActorAccessibility_PlaySound(void* actor, int slot, s16 sfxId, bool looping);
//Play one of the game's internal samples. // Play one of the game's internal samples.
void ActorAccessibility_PlayRawSample(void* handle, int slot, const char* name, bool looping); void ActorAccessibility_PlayRawSample(void* handle, int slot, const char* name, bool looping);
// //
//Stop a sound. Todo: consider making this a short fade instead of just cutting it off. // Stop a sound. Todo: consider making this a short fade instead of just cutting it off.
void ActorAccessibility_StopSound(void* handle, int slot); void ActorAccessibility_StopSound(void* handle, int slot);
void ActorAccessibility_StopAllSounds(void* handle); void ActorAccessibility_StopAllSounds(void* handle);
void ActorAccessibility_SetSoundPitch(void* handle, int slot, float pitch); void ActorAccessibility_SetSoundPitch(void* handle, int slot, float pitch);
//When we don't have access to something super fancy (such as HRTF), blind-accessible games generally use a change in pitch to tell the player that an object is behind the player. // When we don't have access to something super fancy (such as HRTF), blind-accessible games generally use a change in
// pitch to tell the player that an object is behind the player.
void ActorAccessibility_SetPitchBehindModifier(void* handle, int slot, float mod); void ActorAccessibility_SetPitchBehindModifier(void* handle, int slot, float mod);
void ActorAccessibility_SetListenerPos(Vec3f* pos, Vec3f* rot); void ActorAccessibility_SetListenerPos(Vec3f* pos, Vec3f* rot);
@ -125,18 +132,19 @@ void ActorAccessibility_SetSoundPan(void* handle, int slot, Vec3f* projectedPos)
void ActorAccessibility_SetSoundFilter(void* handle, int slot, float cutoff); void ActorAccessibility_SetSoundFilter(void* handle, int slot, float cutoff);
void ActorAccessibility_SeekSound(void* handle, int slot, size_t offset); void ActorAccessibility_SeekSound(void* handle, int slot, size_t offset);
/* /*
* Play a sound on behalf of an AccessibleActor. * Play a sound on behalf of an AccessibleActor.
* This version includes automatic sound management: pitch, panning and attenuation parameters will be updated automatically based on the actor's position. * This version includes automatic sound management: pitch, panning and attenuation parameters will be updated
* * automatically based on the actor's position.
*/ *
*/
void ActorAccessibility_PlaySoundForActor(AccessibleActor* actor, int slot, s16 sfxId, bool looping); void ActorAccessibility_PlaySoundForActor(AccessibleActor* actor, int slot, s16 sfxId, bool looping);
void ActorAccessibility_PlaySampleForActor(AccessibleActor* actor, int slot, const char* name, bool looping); void ActorAccessibility_PlaySampleForActor(AccessibleActor* actor, int slot, const char* name, bool looping);
void ActorAccessibility_StopSoundForActor(AccessibleActor* actor, int slot); void ActorAccessibility_StopSoundForActor(AccessibleActor* actor, int slot);
void ActorAccessibility_StopAllSoundsForActor(AccessibleActor* actor); void ActorAccessibility_StopAllSoundsForActor(AccessibleActor* actor);
f32 ActorAccessibility_ComputeCurrentVolume(f32 maxDistance, f32 xzDistToPlayer); f32 ActorAccessibility_ComputeCurrentVolume(f32 maxDistance, f32 xzDistToPlayer);
// Computes a relative angle based on Link's (or some other actor's) current angle. // Computes a relative angle based on Link's (or some other actor's) current angle.
Vec3s ActorAccessibility_ComputeRelativeAngle(Vec3s* origin, Vec3s* offset); Vec3s ActorAccessibility_ComputeRelativeAngle(Vec3s* origin, Vec3s* offset);
void ActorAccessibility_InitCues(); void ActorAccessibility_InitCues();
// Stuff related to lists of virtual actors. // Stuff related to lists of virtual actors.
@ -153,38 +161,37 @@ typedef enum {
VA_MARKER, VA_MARKER,
VA_SPIKE, VA_SPIKE,
VA_GENERAL_HELPER, // Room announcements, action icon and other misc help. VA_GENERAL_HELPER, // Room announcements, action icon and other misc help.
VA_AUDIO_COMPASS,//Points north. VA_AUDIO_COMPASS, // Points north.
VA_STICK_WARNING,//beep when stick is about to burn out. VA_STICK_WARNING, // beep when stick is about to burn out.
VA_FINAL, VA_FINAL,
} VIRTUAL_ACTOR_TABLE; } VIRTUAL_ACTOR_TABLE;
#define EVERYWHERE -32768 // Denotes a virtual actor that is global/ omnipresent. #define EVERYWHERE -32768 // Denotes a virtual actor that is global/ omnipresent.
// Get the list of virtual actors for a given scene and room index. // Get the list of virtual actors for a given scene and room index.
VirtualActorList* ActorAccessibility_GetVirtualActorList(s16 sceneNum, s8 roomNum); VirtualActorList* ActorAccessibility_GetVirtualActorList(s16 sceneNum, s8 roomNum);
AccessibleActor* ActorAccessibility_AddVirtualActor(VirtualActorList* list, VIRTUAL_ACTOR_TABLE type, PosRot where); AccessibleActor* ActorAccessibility_AddVirtualActor(VirtualActorList* list, VIRTUAL_ACTOR_TABLE type, PosRot where);
//Parses the loaded seen and converts select polygons (like ladders, spikes and scene exits) into virtual actors. // Parses the loaded seen and converts select polygons (like ladders, spikes and scene exits) into virtual actors.
void ActorAccessibility_InterpretCurrentScene(PlayState* play); void ActorAccessibility_InterpretCurrentScene(PlayState* play);
//Convert a collision polygon into a virtual actor. // Convert a collision polygon into a virtual actor.
void ActorAccessibility_PolyToVirtualActor(PlayState* play, CollisionPoly* poly, VIRTUAL_ACTOR_TABLE va, VirtualActorList* destination); void ActorAccessibility_PolyToVirtualActor(PlayState* play, CollisionPoly* poly, VIRTUAL_ACTOR_TABLE va,
//Report which room of a dungeon the player is in. VirtualActorList* destination);
void ActorAccessibility_AnnounceRoomNumber(PlayState* play); // Report which room of a dungeon the player is in.
//Aim cue support. void ActorAccessibility_AnnounceRoomNumber(PlayState* play);
void ActorAccessibility_ProvideAimAssistForActor(AccessibleActor* actor); // Aim cue support.
// External audio engine stuff. void ActorAccessibility_ProvideAimAssistForActor(AccessibleActor* actor);
// External audio engine stuff.
// Initialize the accessible audio engine. // Initialize the accessible audio engine.
bool ActorAccessibility_InitAudio(); bool ActorAccessibility_InitAudio();
void ActorAccessibility_ShutdownAudio(); void ActorAccessibility_ShutdownAudio();
// Combine the games' audio with the output from AccessibleAudioEngine. To be called exclusively from the audio thread. // Combine the games' audio with the output from AccessibleAudioEngine. To be called exclusively from the audio thread.
void ActorAccessibility_MixAccessibleAudioWithGameAudio(int16_t* ogBuffer, uint32_t nFrames); void ActorAccessibility_MixAccessibleAudioWithGameAudio(int16_t* ogBuffer, uint32_t nFrames);
void ActorAccessibility_HandleSoundExtractionMode(PlayState* play); void ActorAccessibility_HandleSoundExtractionMode(PlayState* play);
//This is called by the audio thread when it's ready to try to pull sfx from the game. // This is called by the audio thread when it's ready to try to pull sfx from the game.
void ActorAccessibility_DoSoundExtractionStep(); void ActorAccessibility_DoSoundExtractionStep();
void ActorAccessibility_AudioGlossary(PlayState* play); void ActorAccessibility_AudioGlossary(PlayState* play);
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -92,13 +92,13 @@ void SfxExtractor::renderOutput() {
void SfxExtractor::setup() { void SfxExtractor::setup() {
try { try {
SpeechSynthesizer::Instance->Speak(
SpeechSynthesizer::Instance->Speak("Sfx extraction speedrun initiated. Please wait. This will take a few minutes.", GetLanguageCode()); "Sfx extraction speedrun initiated. Please wait. This will take a few minutes.", GetLanguageCode());
// Kill the audio thread so we can take control. // Kill the audio thread so we can take control.
captureThreadState = CT_WAITING; captureThreadState = CT_WAITING;
OTRAudio_InstallSfxCaptureThread(); OTRAudio_InstallSfxCaptureThread();
// Make sure we're starting from a clean slate. // Make sure we're starting from a clean slate.
std::string sohAccessibilityPath = Ship::Context::GetPathRelativeToAppDirectory("accessibility.otr"); std::string sohAccessibilityPath = Ship::Context::GetPathRelativeToAppDirectory("accessibility.o2r");
if (std::filesystem::exists(sohAccessibilityPath)) { if (std::filesystem::exists(sohAccessibilityPath)) {
currentStep = STEP_ERROR_OTR; currentStep = STEP_ERROR_OTR;
return; return;
@ -115,10 +115,11 @@ void SfxExtractor::setup() {
for (int i = 1; i < 10; i++) { for (int i = 1; i < 10; i++) {
progressMilestones[i - 1] = sfxToRip.size() - ((int)ceil(sfxToRip.size() * (i / 10.0f))); progressMilestones[i - 1] = sfxToRip.size() - ((int)ceil(sfxToRip.size() * (i / 10.0f)));
} }
archive = Ship::Context::GetInstance()->GetResourceManager()->GetArchiveManager()->AddArchive("accessibility.otr"); archive = std::make_shared<Ship::O2rArchive>("accessibility.o2r");
archive->Open();
} catch (...) { currentStep = STEP_ERROR; } } catch (...) { currentStep = STEP_ERROR; }
} }
void SfxExtractor::ripNextSfx() { void SfxExtractor::ripNextSfx() {
{ {
auto lock = OTRAudio_Lock(); auto lock = OTRAudio_Lock();
@ -143,7 +144,8 @@ void SfxExtractor::ripNextSfx() {
sfxToRip.pop(); sfxToRip.pop();
startOfInput = 0; startOfInput = 0;
endOfInput = 0; endOfInput = 0;
Audio_PlaySoundGeneral(currentSfx, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); Audio_PlaySoundGeneral(currentSfx, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
{ {
auto lock = OTRAudio_Lock(); auto lock = OTRAudio_Lock();
@ -161,17 +163,18 @@ void SfxExtractor::finished() {
Audio_QueueSeqCmd(NA_BGM_TITLE); Audio_QueueSeqCmd(NA_BGM_TITLE);
if (currentStep == STEP_ERROR || currentStep == STEP_ERROR_OTR) { if (currentStep == STEP_ERROR || currentStep == STEP_ERROR_OTR) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
Audio_PlaySoundGeneral(NA_SE_EN_GANON_LAUGH, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySoundGeneral(NA_SE_EN_GANON_LAUGH, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
std::stringstream ss; std::stringstream ss;
ss << "Sorry, we tried to extract the sound effects, but Ganondorf overruled us with an iron fist." ss << "Sorry, we tried to extract the sound effects, but Ganondorf overruled us with an iron fist."
<< std::endl; << std::endl;
if (currentStep == STEP_ERROR_OTR) if (currentStep == STEP_ERROR_OTR)
ss << "In all seriousness, please delete accessibility.otr and try again."; ss << "In all seriousness, please delete accessibility.o2r and try again.";
SpeechSynthesizer::Instance->Speak(ss.str().c_str(), GetLanguageCode()); SpeechSynthesizer::Instance->Speak(ss.str().c_str(), GetLanguageCode());
} else } else
Audio_PlayFanfare(NA_BGM_ITEM_GET); Audio_PlayFanfare(NA_BGM_ITEM_GET);
} }
void SfxExtractor::maybeGiveProgressReport() { void SfxExtractor::maybeGiveProgressReport() {
size_t ripsRemaining = sfxToRip.size() + 1; size_t ripsRemaining = sfxToRip.size() + 1;
@ -188,7 +191,7 @@ SfxExtractor::SfxExtractor() {
currentStep = STEP_SETUP; currentStep = STEP_SETUP;
} }
void SfxExtractor::frameCallback() { void SfxExtractor::frameCallback() {
switch (currentStep) { switch (currentStep) {
case STEP_SETUP: case STEP_SETUP:
setup(); setup();
@ -223,9 +226,9 @@ void SfxExtractor::captureCallback() {
AudioMgr_CreateNextAudioBuffer(mark, SFX_EXTRACTION_ONE_FRAME); AudioMgr_CreateNextAudioBuffer(mark, SFX_EXTRACTION_ONE_FRAME);
if (!outputStarted && isAllZero(mark, SFX_EXTRACTION_ONE_FRAME * 2)) { if (!outputStarted && isAllZero(mark, SFX_EXTRACTION_ONE_FRAME * 2)) {
waitTime++; waitTime++;
if (waitTime < 300) if (waitTime < 300)
continue;//Output is silent, allow more time for audio to begin. continue; // Output is silent, allow more time for audio to begin.
captureThreadState = CT_FINISHED; // Sound is unavailable, so skip over it and move on. captureThreadState = CT_FINISHED; // Sound is unavailable, so skip over it and move on.
return; return;
} }

View file

@ -1,6 +1,7 @@
#pragma once #pragma once
//A big nasty array containing every SFX ID in the game. // A big nasty array containing every SFX ID in the game.
//All of the "DUMMY's" and "YOBI's" have been removed as they produce duplicate sounds at best, and cause errors or even crashes at worst. // All of the "DUMMY's" and "YOBI's" have been removed as they produce duplicate sounds at best, and cause errors or
// even crashes at worst.
const s16 sfxTable[1207] = { const s16 sfxTable[1207] = {
NA_SE_PL_WALK_GROUND, NA_SE_PL_WALK_GROUND,

View file

@ -13,27 +13,29 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
#include "soh/Enhancements/speechsynthesizer/SpeechSynthesizer.h" #include "soh/Enhancements/speechsynthesizer/SpeechSynthesizer.h"
#include "soh/Enhancements/tts/tts.h" #include "soh/Enhancements/tts/tts.h"
} }
# define DETECTION_DISTANCE 500.0 #define DETECTION_DISTANCE 500.0
#define MIN_INCLINE_DISTANCE 5.0 #define MIN_INCLINE_DISTANCE 5.0
#define MIN_DECLINE_DISTANCE 5.0 #define MIN_DECLINE_DISTANCE 5.0
#define DEFAULT_PROBE_SPEED 5.5 #define DEFAULT_PROBE_SPEED 5.5
#define NOMINMAX #define NOMINMAX
static Player fakePlayer;//Used for wall height detection. static Player fakePlayer; // Used for wall height detection.
static Vec3f D_80854798 = { 0.0f, 18.0f, 0.0f }; // From z_player.c. static Vec3f D_80854798 = { 0.0f, 18.0f, 0.0f }; // From z_player.c.
const char* GetLanguageCode(); const char* GetLanguageCode();
enum { DISCOVERED_NOTHING = 0, enum {
DISCOVERED_INCLINE, DISCOVERED_NOTHING = 0,
DISCOVERED_DECLINE, DISCOVERED_INCLINE,
DISCOVERED_LEDGE, DISCOVERED_DECLINE,
DISCOVERED_WALL, DISCOVERED_LEDGE,
DISCOVERED_SPIKE, DISCOVERED_WALL,
DISCOVERED_WATER, DISCOVERED_SPIKE,
DISCOVERED_GROUND, DISCOVERED_WATER,
DISCOVERED_LAVA, DISCOVERED_GROUND,
DISCOVERED_LAVA,
}; };
//Abstract class for terrain cue sound handling. Implementations should not allocate memory. These are always in-place constructed in static memory owned by the TerrainCueDirection object. // Abstract class for terrain cue sound handling. Implementations should not allocate memory. These are always in-place
// constructed in static memory owned by the TerrainCueDirection object.
class TerrainCueSound { class TerrainCueSound {
protected: protected:
AccessibleActor* actor; AccessibleActor* actor;
@ -42,7 +44,7 @@ class TerrainCueSound {
f32 currentPitch; f32 currentPitch;
f32 xzDistToPlayer; f32 xzDistToPlayer;
s16 currentSFX; s16 currentSFX;
int restFrames;//Used to control how often sounds get played. int restFrames; // Used to control how often sounds get played.
bool shouldLoop; bool shouldLoop;
// Call to start playback. // Call to start playback.
@ -50,7 +52,6 @@ class TerrainCueSound {
ActorAccessibility_PlaySound(this, 0, currentSFX, shouldLoop); ActorAccessibility_PlaySound(this, 0, currentSFX, shouldLoop);
ActorAccessibility_SetSoundPos(this, 0, &terrainProjectedPos, xzDistToPlayer, actor->policy.distance); ActorAccessibility_SetSoundPos(this, 0, &terrainProjectedPos, xzDistToPlayer, actor->policy.distance);
ActorAccessibility_SetSoundPitch(this, 0, currentPitch); ActorAccessibility_SetSoundPitch(this, 0, currentPitch);
} }
// Call when terrain is no longer present to stop playback. // Call when terrain is no longer present to stop playback.
@ -58,7 +59,7 @@ class TerrainCueSound {
ActorAccessibility_StopSound(this, 0); ActorAccessibility_StopSound(this, 0);
} }
//Custom terrain sound behaviour. // Custom terrain sound behaviour.
virtual void run() = 0; virtual void run() = 0;
// Update sound position and volume once per frame. // Update sound position and volume once per frame.
virtual void updatePositions(Vec3f& pos) { virtual void updatePositions(Vec3f& pos) {
@ -73,7 +74,6 @@ class TerrainCueSound {
xzDistToPlayer = Math_Vec3f_DistXZ(&terrainPos, &player->actor.world.pos); xzDistToPlayer = Math_Vec3f_DistXZ(&terrainPos, &player->actor.world.pos);
ActorAccessibility_SetSoundPos(this, 0, &terrainProjectedPos, xzDistToPlayer, actor->policy.distance); ActorAccessibility_SetSoundPos(this, 0, &terrainProjectedPos, xzDistToPlayer, actor->policy.distance);
ActorAccessibility_SetSoundPitch(this, 0, currentPitch); ActorAccessibility_SetSoundPitch(this, 0, currentPitch);
} }
public: public:
@ -84,16 +84,13 @@ class TerrainCueSound {
restFrames = 0; restFrames = 0;
xzDistToPlayer = 0; xzDistToPlayer = 0;
currentSFX = 0; currentSFX = 0;
} }
virtual ~TerrainCueSound() { virtual ~TerrainCueSound() {
stop(); stop();
} }
void update(Vec3f& pos) { void update(Vec3f& pos) {
updatePositions(pos); updatePositions(pos);
run(); run();
} }
}; };
class Incline : protected TerrainCueSound { class Incline : protected TerrainCueSound {
@ -117,7 +114,7 @@ class Incline : protected TerrainCueSound {
return; return;
} }
ActorAccessibility_SetSoundPitch(this, 0, 0.5 + (1-pitchModifier)); ActorAccessibility_SetSoundPitch(this, 0, 0.5 + (1 - pitchModifier));
/*currentPitch += 0.1; /*currentPitch += 0.1;
if (currentPitch >= 2.0) { if (currentPitch >= 2.0) {
stop(); stop();
@ -125,10 +122,8 @@ class Incline : protected TerrainCueSound {
restFrames = 5; restFrames = 5;
}*/ }*/
} }
void setPitchModifier(float modifier) void setPitchModifier(float modifier) {
{
pitchModifier = modifier; pitchModifier = modifier;
} }
}; };
@ -162,15 +157,12 @@ class Decline : protected TerrainCueSound {
restFrames = 5; restFrames = 5;
}*/ }*/
} }
void setPitchModifier(float mod) void setPitchModifier(float mod) {
{
pitchModifier = mod; pitchModifier = mod;
} }
};
}; class Ledge : protected TerrainCueSound {
class Ledge :protected TerrainCueSound { s8 savedType; // Distinguishes between a ledge link can fall from and one he can climb up.
s8 savedType;//Distinguishes between a ledge link can fall from and one he can climb up.
Vec3s probeRot; Vec3s probeRot;
public: public:
@ -209,47 +201,37 @@ class Ledge :protected TerrainCueSound {
} }
play(); play();
} }
virtual ~Ledge() { virtual ~Ledge() {
} }
s8 type() { s8 type() {
return savedType; return savedType;
} }
void run() { void run() {
if (savedType==0) if (savedType == 0)
return;//Downward ledges play a looping sound and do not need ongoing maintenance. return; // Downward ledges play a looping sound and do not need ongoing maintenance.
if (restFrames == 0) if (restFrames == 0) {
{
play(); play();
restFrames = 10; restFrames = 10;
return; return;
} }
restFrames--; restFrames--;
} }
}; };
class Platform: protected TerrainCueSound { class Platform : protected TerrainCueSound {
public: public:
Platform(AccessibleActor* actor, Vec3f pos) : TerrainCueSound(actor, pos) { Platform(AccessibleActor* actor, Vec3f pos) : TerrainCueSound(actor, pos) {
currentPitch = 2.0; currentPitch = 2.0;
//actor->policy.volume = 1.5; // actor->policy.volume = 1.5;
currentSFX = NA_SE_IT_SHIELD_REFLECT_SW; currentSFX = NA_SE_IT_SHIELD_REFLECT_SW;
shouldLoop = false; shouldLoop = false;
} }
virtual ~Platform() { virtual ~Platform() {
} }
void setActor(AccessibleActor* actor) void setActor(AccessibleActor* actor) {
{
this->actor = actor; this->actor = actor;
} }
void setPosition(Vec3f& pos) void setPosition(Vec3f& pos) {
{
updatePositions(pos); updatePositions(pos);
} }
void run() { void run() {
@ -262,16 +244,17 @@ class Platform: protected TerrainCueSound {
} }
}; };
class Wall: protected TerrainCueSound { class Wall : protected TerrainCueSound {
int frames; int frames;
Vec3s probeRot; Vec3s probeRot;
f32 targetPitch; f32 targetPitch;
public: public:
Wall(AccessibleActor* actor, Vec3f pos, Vec3s rot) : TerrainCueSound(actor, pos) { Wall(AccessibleActor* actor, Vec3f pos, Vec3s rot) : TerrainCueSound(actor, pos) {
probeRot = rot; probeRot = rot;
currentPitch = 0.5; currentPitch = 0.5;
targetPitch = (f32) probeRot.y / (16384.0f * 2.0f); targetPitch = (f32)probeRot.y / (16384.0f * 2.0f);
if (probeRot.y != 0 && targetPitch < -0.4) if (probeRot.y != 0 && targetPitch < -0.4)
targetPitch = -0.4; targetPitch = -0.4;
@ -341,6 +324,7 @@ class Water : protected TerrainCueSound {
class Ground : protected TerrainCueSound { class Ground : protected TerrainCueSound {
float pitchModifier; float pitchModifier;
public: public:
Ground(AccessibleActor* actor, Vec3f pos, float pitchModifier) : TerrainCueSound(actor, pos) { Ground(AccessibleActor* actor, Vec3f pos, float pitchModifier) : TerrainCueSound(actor, pos) {
currentPitch = 1.0; currentPitch = 1.0;
@ -356,7 +340,7 @@ class Ground : protected TerrainCueSound {
restFrames = 10; restFrames = 10;
return; return;
} }
ActorAccessibility_SetSoundPitch(this, 0, 1.0 + (2*pitchModifier)); ActorAccessibility_SetSoundPitch(this, 0, 1.0 + (2 * pitchModifier));
restFrames--; restFrames--;
} }
void setPitchModifier(float modifier) { void setPitchModifier(float modifier) {
@ -368,7 +352,7 @@ class Lava : protected TerrainCueSound {
public: public:
Lava(AccessibleActor* actor, Vec3f pos) : TerrainCueSound(actor, pos) { Lava(AccessibleActor* actor, Vec3f pos) : TerrainCueSound(actor, pos) {
currentPitch = 1.0; currentPitch = 1.0;
currentSFX = NA_SE_SY_WARNING_COUNT_N; //change? currentSFX = NA_SE_SY_WARNING_COUNT_N; // change?
play(); play();
} }
virtual ~Lava() { virtual ~Lava() {
@ -383,9 +367,10 @@ class Lava : protected TerrainCueSound {
} }
}; };
class TerrainCueDirection { class TerrainCueDirection {
AccessibleActor* actor; AccessibleActor* actor;
int startingBodyPart;//Decides where the probe starts from. Probes going out to the left or right of the player start from the shoulders. int startingBodyPart; // Decides where the probe starts from. Probes going out to the left or right of the player
// start from the shoulders.
Vec3f pos; Vec3f pos;
Vec3f prevPos; Vec3f prevPos;
Vec3s relRot; // Relative angle. Vec3s relRot; // Relative angle.
@ -484,8 +469,7 @@ class Lava : protected TerrainCueSound {
void discoverWall(Vec3f pos) { void discoverWall(Vec3f pos) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON) if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON) {
{
if (terrainDiscovered == DISCOVERED_WALL) if (terrainDiscovered == DISCOVERED_WALL)
destroyCurrentSound(); destroyCurrentSound();
return; return;
@ -658,7 +642,6 @@ class Lava : protected TerrainCueSound {
move(false); move(false);
move(false); move(false);
rot = ogRot; rot = ogRot;
rot.y += 16384; rot.y += 16384;
rot.y += 16384; rot.y += 16384;
@ -688,7 +671,7 @@ class Lava : protected TerrainCueSound {
return true; return true;
} }
wallPoly = checkWall(pos, prevPos, wallPos); wallPoly = checkWall(pos, prevPos, wallPos);
if (wallPoly == NULL || rdist(pos)>200) { if (wallPoly == NULL || rdist(pos) > 200) {
return false; return false;
} }
@ -807,7 +790,6 @@ class Lava : protected TerrainCueSound {
return false; // Out of bounds. return false; // Out of bounds.
} }
return true; return true;
} }
bool isHeadOnCollision(Vec3f& wallPos, Vec3f& velocity) { bool isHeadOnCollision(Vec3f& wallPos, Vec3f& velocity) {
@ -845,7 +827,7 @@ class Lava : protected TerrainCueSound {
return 0; return 0;
} }
s8 floorparam = func_80041D4C(colCtx, floorpoly, BG_ACTOR_MAX); s8 floorparam = func_80041D4C(colCtx, floorpoly, BG_ACTOR_MAX);
if (floorparam == 2 || floorparam ==3) { if (floorparam == 2 || floorparam == 3) {
return 1; return 1;
} else { } else {
@ -881,13 +863,12 @@ class Lava : protected TerrainCueSound {
rot = ActorAccessibility_ComputeRelativeAngle(&player->actor.world.rot, &relRot); rot = ActorAccessibility_ComputeRelativeAngle(&player->actor.world.rot, &relRot);
pushedSpeed = 0.0; pushedSpeed = 0.0;
pushedYaw = 0; pushedYaw = 0;
probeSpeed = DEFAULT_PROBE_SPEED;//Experiment with this. probeSpeed = DEFAULT_PROBE_SPEED; // Experiment with this.
// Draw a line from Link's position to the max detection distance based on the configured relative angle. // Draw a line from Link's position to the max detection distance based on the configured relative angle.
if (!trackingModeStarted) { if (!trackingModeStarted) {
pos = player->actor.world.pos; pos = player->actor.world.pos;
//If a starting body part has been specified, then set the probe's initial X and Z position only. // If a starting body part has been specified, then set the probe's initial X and Z position only.
if (startingBodyPart != PLAYER_BODYPART_MAX) if (startingBodyPart != PLAYER_BODYPART_MAX) {
{
pos.x = player->bodyPartsPos[startingBodyPart].x; pos.x = player->bodyPartsPos[startingBodyPart].x;
pos.z = player->bodyPartsPos[startingBodyPart].y; pos.z = player->bodyPartsPos[startingBodyPart].y;
} }
@ -901,7 +882,8 @@ class Lava : protected TerrainCueSound {
distToTravel = 1.0; distToTravel = 1.0;
Vec3f collisionResult; Vec3f collisionResult;
s32 bgId = 0; s32 bgId = 0;
//Don't be fooled: link being in the air does not mean we've found a dropoff. I mean... it could mean that, but it's a little too late to do anything about it at that point anyway. // Don't be fooled: link being in the air does not mean we've found a dropoff. I mean... it could mean that, but
// it's a little too late to do anything about it at that point anyway.
if (player->stateFlags3 & PLAYER_STATE3_MIDAIR || player->stateFlags2 & PLAYER_STATE2_HOPPING) { if (player->stateFlags3 & PLAYER_STATE3_MIDAIR || player->stateFlags2 & PLAYER_STATE2_HOPPING) {
f32 floorHeight = 0; f32 floorHeight = 0;
@ -918,7 +900,7 @@ class Lava : protected TerrainCueSound {
setVelocity(); setVelocity();
f32 step = fabs(velocity.x + velocity.z); f32 step = fabs(velocity.x + velocity.z);
distToTravel -= (step + fabs(pos.y - pos.y)); distToTravel -= (step + fabs(pos.y - pos.y));
//checks if link is in the water, needs different logic // checks if link is in the water, needs different logic
if (player->stateFlags1 & PLAYER_STATE1_IN_WATER) { if (player->stateFlags1 & PLAYER_STATE1_IN_WATER) {
pos.y = player->actor.prevPos.y; pos.y = player->actor.prevPos.y;
if (!move()) { if (!move()) {
@ -934,7 +916,7 @@ class Lava : protected TerrainCueSound {
discoverIncline(pos); discoverIncline(pos);
break; break;
} }
//keeps probe at links feet // keeps probe at links feet
if (pos.y < player->actor.world.pos.y) { if (pos.y < player->actor.world.pos.y) {
pos.y = player->actor.world.pos.y; pos.y = player->actor.world.pos.y;
} }
@ -945,21 +927,20 @@ class Lava : protected TerrainCueSound {
continue; continue;
} }
//sets probe to be at surface of water // sets probe to be at surface of water
pos.y += player->actor.yDistToWater; pos.y += player->actor.yDistToWater;
prevPos.y += player->actor.yDistToWater; prevPos.y += player->actor.yDistToWater;
//checks for new wall poly // checks for new wall poly
wallPoly = checkWall(pos, prevPos, wallPos); wallPoly = checkWall(pos, prevPos, wallPos);
// if not climable and exists then treats it as a wall
//if not climable and exists then treats it as a wall
if (wallPoly != NULL) { if (wallPoly != NULL) {
discoverWall(pos); discoverWall(pos);
break; break;
} }
//checks for ledges // checks for ledges
pos.y = player->actor.world.pos.y - 10.0; pos.y = player->actor.world.pos.y - 10.0;
f32 ogStep = step; f32 ogStep = step;
step = 1.0; step = 1.0;
@ -997,7 +978,8 @@ class Lava : protected TerrainCueSound {
rot.y = ogRot.y; rot.y = ogRot.y;
pos = ogPos; pos = ogPos;
if (clockwiseTest && counterclockwiseTest && (forwardTest || wallHeight < 44.0) && wallHeight < 48 && //probably have to change for adult if (clockwiseTest && counterclockwiseTest && (forwardTest || wallHeight < 44.0) &&
wallHeight < 48 && // probably have to change for adult
(fabs(clockwiseY - counterclockwiseY) < 2.0 || (fabs(clockwiseY - counterclockwiseY) < 2.0 ||
fabs(clockwiseY - counterclockwiseY) > wallHeight - 5.0)) { fabs(clockwiseY - counterclockwiseY) > wallHeight - 5.0)) {
discoverLedge(pos, true); discoverLedge(pos, true);
@ -1006,28 +988,28 @@ class Lava : protected TerrainCueSound {
discoverWall(pos); discoverWall(pos);
break; break;
} }
//link is climbing // link is climbing
} else if (player->stateFlags1 == PLAYER_STATE1_CLIMBING_LADDER) { } else if (player->stateFlags1 == PLAYER_STATE1_CLIMBING_LADDER) {
f32 playerHeight = BgCheck_EntityRaycastFloor3(&actor->play->colCtx, &floorPoly, &floorBgId, &player->actor.world.pos); f32 playerHeight =
BgCheck_EntityRaycastFloor3(&actor->play->colCtx, &floorPoly, &floorBgId, &player->actor.world.pos);
f32 floorHeight; f32 floorHeight;
s8 moveMethod = false; s8 moveMethod = false;
Vec3s_ ogRot = rot; Vec3s_ ogRot = rot;
setVelocity(); setVelocity();
if (ogRot.y == player->actor.world.rot.y) { if (ogRot.y == player->actor.world.rot.y) {
//sets forward probe to look above link // sets forward probe to look above link
moveMethod = 2; moveMethod = 2;
} }
player->actor.world.rot.y = player->actor.shape.rot.y;//corrects links rotation player->actor.world.rot.y = player->actor.shape.rot.y; // corrects links rotation
if (!move(moveMethod)) { if (!move(moveMethod)) {
destroyCurrentSound(); destroyCurrentSound();
break; // Probe is out of bounds. break; // Probe is out of bounds.
} }
//this following bit checks the wall poly and for now just checks if it has a drop off below it // this following bit checks the wall poly and for now just checks if it has a drop off below it
//or if it is the forward probe, checks if the vine ends otherwise it continues // or if it is the forward probe, checks if the vine ends otherwise it continues
Vec3f wallPos; Vec3f wallPos;
CollisionPoly* wallPoly = checkWall(pos, prevPos, wallPos); CollisionPoly* wallPoly = checkWall(pos, prevPos, wallPos);
@ -1046,14 +1028,14 @@ class Lava : protected TerrainCueSound {
} }
} else { } else {
if (moveMethod != 2 && checkVinePlatform(pos, ogRot, playerHeight)){ if (moveMethod != 2 && checkVinePlatform(pos, ogRot, playerHeight)) {
break; break;
} }
continue; continue;
} }
} }
//this means that either the wall poly found above is not a vine or is NULL // this means that either the wall poly found above is not a vine or is NULL
//the next three secections check infront and behind the probe for wall polys // the next three secections check infront and behind the probe for wall polys
// //
if (moveMethod != 2) { if (moveMethod != 2) {
prevPos = pos; prevPos = pos;
@ -1127,7 +1109,7 @@ class Lava : protected TerrainCueSound {
} }
} }
} }
//this means no wall polys were found, first we check for ceilng poly // this means no wall polys were found, first we check for ceilng poly
if (moveMethod == 2) { if (moveMethod == 2) {
rot.y = player->actor.shape.rot.y; rot.y = player->actor.shape.rot.y;
rot.y += 16384; rot.y += 16384;
@ -1139,7 +1121,7 @@ class Lava : protected TerrainCueSound {
break; // Probe is out of bounds. break; // Probe is out of bounds.
} }
prevPos = pos; prevPos = pos;
//pos.y += 200; // pos.y += 200;
f32 checkHeight = fabs(player->actor.world.pos.y - pos.y); f32 checkHeight = fabs(player->actor.world.pos.y - pos.y);
f32 ceilingPos; f32 ceilingPos;
if (BgCheck_AnyCheckCeiling(&actor->play->colCtx, &ceilingPos, &player->actor.world.pos, if (BgCheck_AnyCheckCeiling(&actor->play->colCtx, &ceilingPos, &player->actor.world.pos,
@ -1150,7 +1132,6 @@ class Lava : protected TerrainCueSound {
discoverWall(pos); discoverWall(pos);
break; break;
} }
} }
destroyCurrentSound(); destroyCurrentSound();
break; /*else { break; /*else {
@ -1158,8 +1139,7 @@ class Lava : protected TerrainCueSound {
discoverLedge(pos, true); discoverLedge(pos, true);
break; break;
} }
}*///not needed? }*/ // not needed?
} }
if (moveMethod != 2 && checkPerpendicularWall(pos, ogRot)) { if (moveMethod != 2 && checkPerpendicularWall(pos, ogRot)) {
discoverWall(pos); discoverWall(pos);
@ -1182,7 +1162,6 @@ class Lava : protected TerrainCueSound {
} }
// link is on land // link is on land
else { else {
@ -1191,7 +1170,6 @@ class Lava : protected TerrainCueSound {
break; // Probe is out of bounds. break; // Probe is out of bounds.
} }
if (isPushedAway() && player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER) { if (isPushedAway() && player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER) {
// Call this a wall for now. // Call this a wall for now.
discoverWall(pos); discoverWall(pos);
@ -1203,12 +1181,11 @@ class Lava : protected TerrainCueSound {
// This is a fall. // This is a fall.
bool foundLiquid = false; bool foundLiquid = false;
if (((pos.y - player->actor.prevPos.y) < player->actor.yDistToWater-30) && if (((pos.y - player->actor.prevPos.y) < player->actor.yDistToWater - 30) &&
(player->actor.yDistToWater < 0)) { (player->actor.yDistToWater < 0)) {
discoverLedge(pos, 2); discoverLedge(pos, 2);
foundLiquid = true; foundLiquid = true;
} } else if (rdist(pos) < 100.0) {
else if (rdist(pos) < 100.0) {
s8 i = 50; s8 i = 50;
Vec3f_ oldPos = pos; Vec3f_ oldPos = pos;
while (i > 0) { while (i > 0) {
@ -1231,7 +1208,7 @@ class Lava : protected TerrainCueSound {
break; break;
} }
//checks for water // checks for water
if (((pos.y - player->actor.prevPos.y) < player->actor.yDistToWater) && if (((pos.y - player->actor.prevPos.y) < player->actor.yDistToWater) &&
(player->actor.yDistToWater < 0 && player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER)) { (player->actor.yDistToWater < 0 && player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER)) {
discoverWater(pos); discoverWater(pos);
@ -1243,7 +1220,6 @@ class Lava : protected TerrainCueSound {
discoverLedge(pos); discoverLedge(pos);
} }
if (pos.y > prevPos.y && fabs(pos.y - prevPos.y) < 20 && fabs(pos.y - prevPos.y) > 1.2 && if (pos.y > prevPos.y && fabs(pos.y - prevPos.y) < 20 && fabs(pos.y - prevPos.y) > 1.2 &&
player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER) { player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER) {
// This is an incline. // This is an incline.
@ -1259,7 +1235,7 @@ class Lava : protected TerrainCueSound {
player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER)) { player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER)) {
prevPos = pos; prevPos = pos;
if (!move()) { if (!move()) {
//destroyCurrentSound(); // destroyCurrentSound();
break; // Probe is out of bounds. break; // Probe is out of bounds.
} }
} }
@ -1283,7 +1259,7 @@ class Lava : protected TerrainCueSound {
player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER)) { player->stateFlags1 != PLAYER_STATE1_CLIMBING_LADDER)) {
prevPos = pos; prevPos = pos;
if (!move()) { if (!move()) {
//destroyCurrentSound(); // destroyCurrentSound();
break; // Probe is out of bounds. break; // Probe is out of bounds.
} }
} }
@ -1334,8 +1310,6 @@ class Lava : protected TerrainCueSound {
break; break;
} }
else { else {
continue; continue;
} }
@ -1344,25 +1318,20 @@ class Lava : protected TerrainCueSound {
discoverWall(pos); discoverWall(pos);
break; break;
} }
} }
} }
if (trackingMode) if (trackingMode)
player->actor.world.pos = pos; player->actor.world.pos = pos;
//Emit sound from the discovered position. // Emit sound from the discovered position.
if (currentSound) if (currentSound)
currentSound->update(pos); currentSound->update(pos);
if (currentSound && trackingMode) { if (currentSound && trackingMode) {
disabled = true; disabled = true;
trackingMode = false; trackingMode = false;
trackingModeStarted = false; trackingModeStarted = false;
}
} }
void testForPlatform() }
{ void testForPlatform() {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
f32 ledgeCheckDistance = 200.0; f32 ledgeCheckDistance = 200.0;
@ -1386,45 +1355,40 @@ trackingModeStarted = false;
} }
pos = startingPos; pos = startingPos;
} }
}; };
typedef struct { typedef struct {
TerrainCueDirection directions[3]; // Directly ahead of Link, 90 degrees to his left and 90 degrees to his right. TerrainCueDirection directions[3]; // Directly ahead of Link, 90 degrees to his left and 90 degrees to his right.
int previousAction; //previous action icon state int previousAction; // previous action icon state
}TerrainCueState; } TerrainCueState;
//Callback for initialization of terrain cue state. // Callback for initialization of terrain cue state.
bool ActorAccessibility_InitTerrainCueState(AccessibleActor* actor) { bool ActorAccessibility_InitTerrainCueState(AccessibleActor* actor) {
TerrainCueState* state = (TerrainCueState*) malloc(sizeof(TerrainCueState)); TerrainCueState* state = (TerrainCueState*)malloc(sizeof(TerrainCueState));
if (state == NULL) if (state == NULL)
return false; return false;
state->directions[0].init(actor, { 0, 0, 0 }); state->directions[0].init(actor, { 0, 0, 0 });
state->directions[1].init(actor, { 0, 16384, 0 });//, PLAYER_BODYPART_L_SHOULDER); state->directions[1].init(actor, { 0, 16384, 0 }); //, PLAYER_BODYPART_L_SHOULDER);
state->directions[2].init(actor, { 0, -16384, 0 });//, PLAYER_BODYPART_R_SHOULDER); state->directions[2].init(actor, { 0, -16384, 0 }); //, PLAYER_BODYPART_R_SHOULDER);
state->previousAction = DO_ACTION_NONE; state->previousAction = DO_ACTION_NONE;
actor->userData = state; actor->userData = state;
return true; return true;
} }
void ActorAccessibility_CleanupTerrainCueState(AccessibleActor* actor) { void ActorAccessibility_CleanupTerrainCueState(AccessibleActor* actor) {
free(actor->userData); free(actor->userData);
actor->userData = NULL; actor->userData = NULL;
} }
//Computes a relative angle based on Link's (or some other actor's) current angle. // Computes a relative angle based on Link's (or some other actor's) current angle.
Vec3s ActorAccessibility_ComputeRelativeAngle(Vec3s* origin, Vec3s* offset) { Vec3s ActorAccessibility_ComputeRelativeAngle(Vec3s* origin, Vec3s* offset) {
Vec3s rot = *origin; Vec3s rot = *origin;
rot.x += offset->x; rot.x += offset->x;
rot.y += offset->y; rot.y += offset->y;
rot.z += offset->z; rot.z += offset->z;
return rot; return rot;
} }
void accessible_va_terrain_cue(AccessibleActor* actor) {
void accessible_va_terrain_cue(AccessibleActor * actor) {
TerrainCueState* state = (TerrainCueState*)actor->userData; TerrainCueState* state = (TerrainCueState*)actor->userData;
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
@ -1434,7 +1398,7 @@ void accessible_va_terrain_cue(AccessibleActor * actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
if (state->previousAction != currentState) { if (state->previousAction != currentState) {
//Audio_PlaySoundGeneral(NA_SE_EV_DIAMOND_SWITCH, &player->actor.world.pos, 4, &actor->basePitch, // Audio_PlaySoundGeneral(NA_SE_EV_DIAMOND_SWITCH, &player->actor.world.pos, 4, &actor->basePitch,
// &actor->baseVolume, // &actor->baseVolume,
// &actor->currentReverb); // &actor->currentReverb);
switch (currentState) { switch (currentState) {
@ -1457,60 +1421,57 @@ void accessible_va_terrain_cue(AccessibleActor * actor) {
SpeechSynthesizer::Instance->Speak("Speak", GetLanguageCode()); SpeechSynthesizer::Instance->Speak("Speak", GetLanguageCode());
break; break;
case DO_ACTION_STOP: case DO_ACTION_STOP:
SpeechSynthesizer::Instance->Speak("Stop", GetLanguageCode()); // possibly disable? not sure what it does SpeechSynthesizer::Instance->Speak("Stop",
GetLanguageCode()); // possibly disable? not sure what it does
break; break;
default: default:
SpeechSynthesizer::Instance->Speak(" ", GetLanguageCode()); SpeechSynthesizer::Instance->Speak(" ", GetLanguageCode());
break; break;
} }
state->previousAction = currentState; state->previousAction = currentState;
} else { } else {
state->previousAction = currentState; state->previousAction = currentState;
} }
} }
/*
/*
void accessible_va_wall_cue(AccessibleActor* actor) { void accessible_va_wall_cue(AccessibleActor* actor) {
Player* player = GET_PLAYER(actor->play); Player* player = GET_PLAYER(actor->play);
//The virtual cue actors travel in lines relative to Link's angle. //The virtual cue actors travel in lines relative to Link's angle.
Vec3s rot = computeRelativeAngle(player->actor.world.rot, actor->world.rot); Vec3s rot = computeRelativeAngle(player->actor.world.rot, actor->world.rot);
Vec3f velocity; Vec3f velocity;
velocity.x = Math_SinS(rot.y); velocity.x = Math_SinS(rot.y);
velocity.z = Math_CosS(rot.y); velocity.z = Math_CosS(rot.y);
//Draw a line from Link's position to the max detection distance based on the configured relative angle. //Draw a line from Link's position to the max detection distance based on the configured relative angle.
Vec3f pos = player->actor.world.pos; Vec3f pos = player->actor.world.pos;
Vec3f headPos = player->bodyPartsPos[PLAYER_BODYPART_TORSO]; Vec3f headPos = player->bodyPartsPos[PLAYER_BODYPART_TORSO];
f32 headDistY = headPos.y - pos.y; f32 headDistY = headPos.y - pos.y;
f32 step = fabs(velocity.x + velocity.z); f32 step = fabs(velocity.x + velocity.z);
f32 distToTravel = detectionDistance; f32 distToTravel = detectionDistance;
CollisionPoly* poly = NULL; CollisionPoly* poly = NULL;
Vec3f collisionResult; Vec3f collisionResult;
s32 bgId = 0; s32 bgId = 0;
while (true) { while (true) {
Vec3f prevPos = pos; Vec3f prevPos = pos;
Vec3f prevHeadPos = headPos; Vec3f prevHeadPos = headPos;
pos.x += velocity.x; pos.x += velocity.x;
pos.y += 1; pos.y += 1;
pos.z += velocity.z; pos.z += velocity.z;
headPos.x += velocity.x; headPos.x += velocity.x;
headPos.y += 1; headPos.y += 1;
headPos.z += velocity.z; headPos.z += velocity.z;
distToTravel -= step; distToTravel -= step;
f32 floorHeight = 0; f32 floorHeight = 0;
CollisionPoly tempPoly; CollisionPoly tempPoly;
floorHeight = BgCheck_AnyRaycastFloor1(&actor->play->colCtx, &tempPoly, &pos); floorHeight = BgCheck_AnyRaycastFloor1(&actor->play->colCtx, &tempPoly, &pos);
pos.y = floorHeight; pos.y = floorHeight;
headPos.y = floorHeight + headDistY; headPos.y = floorHeight + headDistY;
if (BgCheck_AnyLineTest3(&actor->play->colCtx, &prevPos, &pos, &collisionResult, &poly, 1, 0, 0, 0, &bgId)) { if (BgCheck_AnyLineTest3(&actor->play->colCtx, &prevPos, &pos, &collisionResult, &poly, 1, 0, 0, 0, &bgId)) {
s16 wallYaw = Math_Atan2S(poly->normal.z, poly->normal.x); s16 wallYaw = Math_Atan2S(poly->normal.z, poly->normal.x);
CollisionPoly* headPoly = NULL; CollisionPoly* headPoly = NULL;
@ -1521,38 +1482,33 @@ Vec3s rot = computeRelativeAngle(player->actor.world.rot, actor->world.rot);
poly = NULL; poly = NULL;
} }
if (distToTravel <= 0) if (distToTravel <= 0)
break; break;
} }
if (poly == NULL) { if (poly == NULL) {
//Audio_StopSfxByPosAndId(&actor->world.pos, wallCueSound); //Audio_StopSfxByPosAndId(&actor->world.pos, wallCueSound);
return; // Nothing found. return; // Nothing found.
} }
// Move the virtual actor to the position of the discovered wall so we can use preexisting sound // Move the virtual actor to the position of the discovered wall so we can use preexisting sound
// logic. // logic.
actor->world.pos = collisionResult; actor->world.pos = collisionResult;
framesUntilCue--; framesUntilCue--;
if (framesUntilCue < 1) { if (framesUntilCue < 1) {
framesUntilCue = 10; framesUntilCue = 10;
ActorAccessibility_PlaySpecialSound(actor, wallCueSound); ActorAccessibility_PlaySpecialSound(actor, wallCueSound);
}
}
*/
}
}
*/
void ActorAccessibility_InitCues() { void ActorAccessibility_InitCues() {
ActorAccessibilityPolicy policy; ActorAccessibilityPolicy policy;
ActorAccessibility_InitPolicy(&policy, "Terrain cue helper", accessible_va_terrain_cue, 0); ActorAccessibility_InitPolicy(&policy, "Terrain cue helper", accessible_va_terrain_cue, 0);
policy.n = 1; policy.n = 1;
policy.runsAlways = true; policy.runsAlways = true;
@ -1563,6 +1519,4 @@ ActorAccessibilityPolicy policy;
ActorAccessibility_AddSupportedActor(VA_TERRAIN_CUE, policy); ActorAccessibility_AddSupportedActor(VA_TERRAIN_CUE, policy);
VirtualActorList* list = ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0); VirtualActorList* list = ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0);
ActorAccessibility_AddVirtualActor(list, VA_TERRAIN_CUE, { { 0, 0, 0 }, { 0, 0, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_TERRAIN_CUE, { { 0, 0, 0 }, { 0, 0, 0 } });
}
}

View file

@ -274,7 +274,7 @@ OTRGlobals::OTRGlobals() {
if (std::filesystem::exists(ootPath)) { if (std::filesystem::exists(ootPath)) {
OTRFiles.push_back(ootPath); OTRFiles.push_back(ootPath);
} }
std::string sohOtrPath = Ship::Context::GetPathRelativeToAppBundle("soh.otr"); std::string sohOtrPath = Ship::Context::GetPathRelativeToAppBundle("soh.o2r");
if (std::filesystem::exists(sohOtrPath)) { if (std::filesystem::exists(sohOtrPath)) {
OTRFiles.push_back(sohOtrPath); OTRFiles.push_back(sohOtrPath);
} }