Shipwright/soh/src/code/audio_load.c

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#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "ultra64.h"
#include "global.h"
#include "soh/OTRGlobals.h"
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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#include "soh/Enhancements/sfx-editor/SfxEditor.h"
#define MK_ASYNC_MSG(retData, tableType, id, status) (((retData) << 24) | ((tableType) << 16) | ((id) << 8) | (status))
#define ASYNC_TBLTYPE(v) ((u8)(v >> 16))
#define ASYNC_ID(v) ((u8)(v >> 8))
#define ASYNC_STATUS(v) ((u8)(v >> 0))
typedef enum {
/* 0 */ LOAD_STATUS_WAITING,
/* 1 */ LOAD_STATUS_START,
/* 2 */ LOAD_STATUS_LOADING,
/* 3 */ LOAD_STATUS_DONE
} SlowLoadStatus;
typedef struct {
/* 0x00 */ s32 sampleBankId1;
/* 0x04 */ s32 sampleBankId2;
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/* 0x08 */ intptr_t baseAddr1;
/* 0x0C */ intptr_t baseAddr2;
/* 0x10 */ u32 medium1;
/* 0x14 */ u32 medium2;
} RelocInfo; // size = 0x18
// opaque type for unpatched sound font data (should maybe get rid of this?)
typedef void SoundFontData;
/* forward declarations */
s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 skipTicks);
SoundFontData* AudioLoad_SyncLoadFont(u32 fontId);
SoundFontSample* AudioLoad_GetFontSample(s32 fontId, s32 instId);
void AudioLoad_ProcessAsyncLoads(s32 resetStatus);
void AudioLoad_ProcessAsyncLoadUnkMedium(AudioAsyncLoad* asyncLoad, s32 resetStatus);
void AudioLoad_ProcessAsyncLoad(AudioAsyncLoad* asyncLoad, s32 resetStatus);
void AudioLoad_RelocateFontAndPreloadSamples(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo, s32 temporary);
void AudioLoad_RelocateSample(SoundFontSound* sound, SoundFontData* mem, RelocInfo* relocInfo, int fontId);
void AudioLoad_DiscardFont(s32 fontId);
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uintptr_t AudioLoad_TrySyncLoadSampleBank(u32 sampleBankId, u32* outMedium, s32 noLoad);
uintptr_t AudioLoad_SyncLoad(u32 tableType, u32 tableId, s32* didAllocate);
u32 AudioLoad_GetRealTableIndex(s32 tableType, u32 tableId);
void* AudioLoad_SearchCaches(s32 tableType, s32 id);
AudioTable* AudioLoad_GetLoadTable(s32 tableType);
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void AudioLoad_SyncDma(uintptr_t devAddr, u8* addr, size_t size, s32 medium);
void AudioLoad_SyncDmaUnkMedium(uintptr_t devAddr, u8* addr, size_t size, s32 unkMediumParam);
s32 AudioLoad_Dma(OSIoMesg* mesg, u32 priority, s32 direction, uintptr_t devAddr, uintptr_t ramAddr, size_t size,
OSMesgQueue* reqQueue, s32 medium, const char* dmaFuncType);
void* AudioLoad_AsyncLoadInner(s32 tableType, s32 id, s32 nChunks, s32 retData, OSMesgQueue* retQueue);
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AudioAsyncLoad* AudioLoad_StartAsyncLoadUnkMedium(s32 unkMediumParam, uintptr_t devAddr, uintptr_t ramAddr,
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size_t size, s32 medium,
s32 nChunks, OSMesgQueue* retQueue, s32 retMsg);
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AudioAsyncLoad* AudioLoad_StartAsyncLoad(uintptr_t devAddr, uintptr_t ramAddr, size_t size, s32 medium, s32 nChunks,
OSMesgQueue* retQueue, s32 retMsg);
void AudioLoad_AsyncDma(AudioAsyncLoad* asyncLoad, size_t size);
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void AudioLoad_AsyncDmaUnkMedium(uintptr_t devAddr, uintptr_t ramAddr, size_t size, s16 arg3);
u8* AudioLoad_SyncLoadSeq(s32 seqId);
s32 AudioLoad_ProcessSamplePreloads(s32 resetStatus);
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void AudioLoad_DmaSlowCopy(AudioSlowLoad* slowLoad, size_t size);
void AudioLoad_ProcessSlowLoads(s32 resetStatus);
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void AudioLoad_DmaSlowCopyUnkMedium(uintptr_t devAddr, uintptr_t ramAddr, size_t size, s32 arg3);
OSMesgQueue sScriptLoadQueue;
OSMesg sScriptLoadMesgBuf[0x10];
s8* sScriptLoadDonePointers[0x10];
s32 sAudioLoadPad1[2]; // file padding
s32 D_8016B780;
s32 sAudioLoadPad2[4]; // double file padding?
DmaHandler sDmaHandler = osEPiStartDma;
void* sUnusedHandler = NULL;
s32 gAudioContextInitalized = false;
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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char* sequenceMap[MAX_SEQUENCES];
// A map of authentic sequence IDs to their cache policies, for use with sequence swapping.
u8 seqCachePolicyMap[MAX_AUTHENTIC_SEQID];
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char* fontMap[256];
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uintptr_t fontStart;
uint32_t fontOffsets[8192];
void AudioLoad_DecreaseSampleDmaTtls(void) {
u32 i;
for (i = 0; i < gAudioContext.sampleDmaListSize1; i++) {
SampleDma* dma = &gAudioContext.sampleDmas[i];
if (dma->ttl != 0) {
dma->ttl--;
if (dma->ttl == 0) {
dma->reuseIndex = gAudioContext.sampleDmaReuseQueue1WrPos;
gAudioContext.sampleDmaReuseQueue1[gAudioContext.sampleDmaReuseQueue1WrPos] = i;
gAudioContext.sampleDmaReuseQueue1WrPos++;
}
}
}
for (i = gAudioContext.sampleDmaListSize1; i < gAudioContext.sampleDmaCount; i++) {
SampleDma* dma = &gAudioContext.sampleDmas[i];
if (dma->ttl != 0) {
dma->ttl--;
if (dma->ttl == 0) {
dma->reuseIndex = gAudioContext.sampleDmaReuseQueue2WrPos;
gAudioContext.sampleDmaReuseQueue2[gAudioContext.sampleDmaReuseQueue2WrPos] = i;
gAudioContext.sampleDmaReuseQueue2WrPos++;
}
}
}
gAudioContext.unused2628 = 0;
}
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uintptr_t AudioLoad_DmaSampleData(uintptr_t devAddr, size_t size, s32 arg2, u8* dmaIndexRef, s32 medium) {
s32 pad1;
SampleDma* dma;
s32 hasDma = false;
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uintptr_t dmaDevAddr;
u32 pad2;
u32 dmaIndex;
u32 transfer;
s32 bufferPos;
u32 i;
if (arg2 != 0 || *dmaIndexRef >= gAudioContext.sampleDmaListSize1) {
for (i = gAudioContext.sampleDmaListSize1; i < gAudioContext.sampleDmaCount; i++) {
dma = &gAudioContext.sampleDmas[i];
bufferPos = devAddr - dma->devAddr;
if (0 <= bufferPos && (u32)bufferPos <= dma->size - size) {
// We already have a DMA request for this memory range.
if (dma->ttl == 0 &&
gAudioContext.sampleDmaReuseQueue2RdPos != gAudioContext.sampleDmaReuseQueue2WrPos) {
// Move the DMA out of the reuse queue, by swapping it with the
// read pos, and then incrementing the read pos.
if (dma->reuseIndex != gAudioContext.sampleDmaReuseQueue2RdPos) {
gAudioContext.sampleDmaReuseQueue2[dma->reuseIndex] =
gAudioContext.sampleDmaReuseQueue2[gAudioContext.sampleDmaReuseQueue2RdPos];
gAudioContext
.sampleDmas[gAudioContext.sampleDmaReuseQueue2[gAudioContext.sampleDmaReuseQueue2RdPos]]
.reuseIndex = dma->reuseIndex;
}
gAudioContext.sampleDmaReuseQueue2RdPos++;
}
dma->ttl = 32;
*dmaIndexRef = (u8)i;
return &dma->ramAddr[devAddr - dma->devAddr];
}
}
if (arg2 == 0) {
goto search_short_lived;
}
if (gAudioContext.sampleDmaReuseQueue2RdPos != gAudioContext.sampleDmaReuseQueue2WrPos && arg2 != 0) {
// Allocate a DMA from reuse queue 2, unless full.
dmaIndex = gAudioContext.sampleDmaReuseQueue2[gAudioContext.sampleDmaReuseQueue2RdPos];
gAudioContext.sampleDmaReuseQueue2RdPos++;
dma = gAudioContext.sampleDmas + dmaIndex;
hasDma = true;
}
} else {
search_short_lived:
dma = gAudioContext.sampleDmas + *dmaIndexRef;
i = 0;
again:
bufferPos = devAddr - dma->devAddr;
if (0 <= bufferPos && (u32)bufferPos <= dma->size - size) {
// We already have DMA for this memory range.
if (dma->ttl == 0) {
// Move the DMA out of the reuse queue, by swapping it with the
// read pos, and then incrementing the read pos.
if (dma->reuseIndex != gAudioContext.sampleDmaReuseQueue1RdPos) {
gAudioContext.sampleDmaReuseQueue1[dma->reuseIndex] =
gAudioContext.sampleDmaReuseQueue1[gAudioContext.sampleDmaReuseQueue1RdPos];
gAudioContext
.sampleDmas[gAudioContext.sampleDmaReuseQueue1[gAudioContext.sampleDmaReuseQueue1RdPos]]
.reuseIndex = dma->reuseIndex;
}
gAudioContext.sampleDmaReuseQueue1RdPos++;
}
dma->ttl = 2;
return dma->ramAddr + (devAddr - dma->devAddr);
}
dma = gAudioContext.sampleDmas + i++;
if (i <= gAudioContext.sampleDmaListSize1) {
goto again;
}
}
if (!hasDma) {
if (gAudioContext.sampleDmaReuseQueue1RdPos == gAudioContext.sampleDmaReuseQueue1WrPos) {
return NULL;
}
// Allocate a DMA from reuse queue 1.
dmaIndex = gAudioContext.sampleDmaReuseQueue1[gAudioContext.sampleDmaReuseQueue1RdPos++];
dma = gAudioContext.sampleDmas + dmaIndex;
hasDma = true;
}
transfer = dma->size;
dmaDevAddr = devAddr & ~0xF;
dma->ttl = 3;
dma->devAddr = dmaDevAddr;
dma->sizeUnused = transfer;
AudioLoad_Dma(&gAudioContext.currAudioFrameDmaIoMesgBuf[gAudioContext.curAudioFrameDmaCount++], OS_MESG_PRI_NORMAL,
OS_READ, dmaDevAddr, dma->ramAddr, transfer, &gAudioContext.currAudioFrameDmaQueue, medium,
"SUPERDMA");
*dmaIndexRef = dmaIndex;
return (devAddr - dmaDevAddr) + dma->ramAddr;
}
void AudioLoad_InitSampleDmaBuffers(s32 arg0) {
SampleDma* dma;
s32 i;
s32 t2;
s32 j;
gAudioContext.sampleDmaBufSize = gAudioContext.sampleDmaBufSize1;
gAudioContext.sampleDmas =
AudioHeap_Alloc(&gAudioContext.notesAndBuffersPool,
4 * gAudioContext.numNotes * sizeof(SampleDma) * gAudioContext.audioBufferParameters.specUnk4);
t2 = 3 * gAudioContext.numNotes * gAudioContext.audioBufferParameters.specUnk4;
for (i = 0; i < t2; i++) {
dma = &gAudioContext.sampleDmas[gAudioContext.sampleDmaCount];
dma->ramAddr =
AudioHeap_AllocAttemptExternal(&gAudioContext.notesAndBuffersPool, gAudioContext.sampleDmaBufSize);
if (dma->ramAddr == NULL) {
break;
} else {
AudioHeap_WritebackDCache(dma->ramAddr, gAudioContext.sampleDmaBufSize);
dma->size = gAudioContext.sampleDmaBufSize;
dma->devAddr = 0;
dma->sizeUnused = 0;
dma->unused = 0;
dma->ttl = 0;
gAudioContext.sampleDmaCount++;
}
}
for (i = 0; (u32)i < gAudioContext.sampleDmaCount; i++) {
gAudioContext.sampleDmaReuseQueue1[i] = i;
gAudioContext.sampleDmas[i].reuseIndex = i;
}
for (i = gAudioContext.sampleDmaCount; i < 0x100; i++) {
gAudioContext.sampleDmaReuseQueue1[i] = 0;
}
gAudioContext.sampleDmaReuseQueue1RdPos = 0;
gAudioContext.sampleDmaReuseQueue1WrPos = gAudioContext.sampleDmaCount;
gAudioContext.sampleDmaListSize1 = gAudioContext.sampleDmaCount;
gAudioContext.sampleDmaBufSize = gAudioContext.sampleDmaBufSize2;
for (j = 0; j < gAudioContext.numNotes; j++) {
dma = &gAudioContext.sampleDmas[gAudioContext.sampleDmaCount];
dma->ramAddr =
AudioHeap_AllocAttemptExternal(&gAudioContext.notesAndBuffersPool, gAudioContext.sampleDmaBufSize);
if (dma->ramAddr == NULL) {
break;
} else {
AudioHeap_WritebackDCache(dma->ramAddr, gAudioContext.sampleDmaBufSize);
dma->size = gAudioContext.sampleDmaBufSize;
dma->devAddr = 0U;
dma->sizeUnused = 0;
dma->unused = 0;
dma->ttl = 0;
gAudioContext.sampleDmaCount++;
}
}
for (i = gAudioContext.sampleDmaListSize1; (u32)i < gAudioContext.sampleDmaCount; i++) {
gAudioContext.sampleDmaReuseQueue2[i - gAudioContext.sampleDmaListSize1] = i;
gAudioContext.sampleDmas[i].reuseIndex = i - gAudioContext.sampleDmaListSize1;
}
for (i = gAudioContext.sampleDmaCount; i < 0x100; i++) {
gAudioContext.sampleDmaReuseQueue2[i] = gAudioContext.sampleDmaListSize1;
}
gAudioContext.sampleDmaReuseQueue2RdPos = 0;
gAudioContext.sampleDmaReuseQueue2WrPos = gAudioContext.sampleDmaCount - gAudioContext.sampleDmaListSize1;
}
s32 AudioLoad_IsFontLoadComplete(s32 fontId) {
return true;
if (fontId == 0xFF) {
return true;
} else if (gAudioContext.fontLoadStatus[fontId] >= 2) {
return true;
} else if (gAudioContext.fontLoadStatus[AudioLoad_GetRealTableIndex(FONT_TABLE, fontId)] >= 2) {
return true;
} else {
return false;
}
}
s32 AudioLoad_IsSeqLoadComplete(s32 seqId) {
if (seqId == 0xFF) {
return true;
} else if (gAudioContext.seqLoadStatus[seqId] >= 2) {
return true;
} else if (gAudioContext.seqLoadStatus[AudioLoad_GetRealTableIndex(SEQUENCE_TABLE, seqId)] >= 2) {
return true;
} else {
return false;
}
}
s32 AudioLoad_IsSampleLoadComplete(s32 sampleBankId) {
if (sampleBankId == 0xFF) {
return true;
} else if (gAudioContext.sampleFontLoadStatus[sampleBankId] >= 2) {
return true;
} else if (gAudioContext.sampleFontLoadStatus[AudioLoad_GetRealTableIndex(SAMPLE_TABLE, sampleBankId)] >= 2) {
return true;
} else {
return false;
}
}
void AudioLoad_SetFontLoadStatus(s32 fontId, s32 status) {
if ((fontId != 0xFF) && (gAudioContext.fontLoadStatus[fontId] != 5)) {
gAudioContext.fontLoadStatus[fontId] = status;
}
}
void AudioLoad_SetSeqLoadStatus(s32 seqId, s32 status) {
if ((seqId != 0xFF) && (gAudioContext.seqLoadStatus[seqId] != 5)) {
gAudioContext.seqLoadStatus[seqId] = status;
}
}
void AudioLoad_SetSampleFontLoadStatusAndApplyCaches(s32 sampleBankId, s32 status) {
if (sampleBankId != 0xFF) {
if (gAudioContext.sampleFontLoadStatus[sampleBankId] != 5) {
gAudioContext.sampleFontLoadStatus[sampleBankId] = status;
}
if ((gAudioContext.sampleFontLoadStatus[sampleBankId] == 5) ||
(gAudioContext.sampleFontLoadStatus[sampleBankId] == 2)) {
AudioHeap_ApplySampleBankCache(sampleBankId);
}
}
}
void AudioLoad_SetSampleFontLoadStatus(s32 sampleBankId, s32 status) {
if ((sampleBankId != 0xFF) && (gAudioContext.sampleFontLoadStatus[sampleBankId] != 5)) {
gAudioContext.sampleFontLoadStatus[sampleBankId] = status;
}
}
void AudioLoad_InitTable(AudioTable* table, uintptr_t romAddr, u16 unkMediumParam) {
s32 i;
table->unkMediumParam = unkMediumParam;
table->romAddr = romAddr;
for (i = 0; i < table->numEntries; i++) {
if ((table->entries[i].size != 0) && (table->entries[i].medium == MEDIUM_CART)) {
if (romAddr == fontStart)
fontOffsets[i] = table->entries[i].romAddr;
table->entries[i].romAddr += romAddr;
}
}
}
SoundFontData* AudioLoad_SyncLoadSeqFonts(s32 seqId, u32* outDefaultFontId) {
char pad[0x8];
s32 index;
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SoundFontData* font = NULL;
s32 numFonts;
s32 fontId;
s32 i;
if (seqId >= gAudioContext.numSequences) {
return NULL;
}
fontId = 0xFF;
index = ((u16*)gAudioContext.sequenceFontTable)[seqId];
numFonts = gAudioContext.sequenceFontTable[index++];
while (numFonts > 0) {
fontId = gAudioContext.sequenceFontTable[index++];
font = AudioLoad_SyncLoadFont(fontId);
numFonts--;
}
*outDefaultFontId = fontId;
return font;
}
void AudioLoad_SyncLoadSeqParts(s32 seqId, s32 arg1) {
s32 pad;
u32 defaultFontId;
if (seqId < gAudioContext.numSequences) {
if (arg1 & 2) {
AudioLoad_SyncLoadSeqFonts(seqId, &defaultFontId);
}
if (arg1 & 1) {
AudioLoad_SyncLoadSeq(seqId);
}
}
}
s32 AudioLoad_SyncLoadSample(SoundFontSample* sample, s32 fontId) {
void* sampleAddr;
if (sample->unk_bit25 == 1)
{
if (sample->medium != MEDIUM_RAM) {
sampleAddr = AudioHeap_AllocSampleCache(sample->size, fontId, (void*)sample->sampleAddr, sample->medium,
CACHE_PERSISTENT);
if (sampleAddr == NULL) {
return -1;
}
if (sample->medium == MEDIUM_UNK) {
AudioLoad_SyncDmaUnkMedium(sample->sampleAddr, sampleAddr, sample->size,
gAudioContext.sampleBankTable->unkMediumParam);
} else {
AudioLoad_SyncDma(sample->sampleAddr, sampleAddr, sample->size, sample->medium);
}
sample->medium = MEDIUM_RAM;
sample->sampleAddr = sampleAddr;
}
}
}
s32 AudioLoad_SyncLoadInstrument(s32 fontId, s32 instId, s32 drumId) {
if (instId < 0x7F) {
Instrument* instrument = Audio_GetInstrumentInner(fontId, instId);
if (instrument == NULL) {
return -1;
}
if (instrument->normalRangeLo != 0) {
AudioLoad_SyncLoadSample(instrument->lowNotesSound.sample, fontId);
}
AudioLoad_SyncLoadSample(instrument->normalNotesSound.sample, fontId);
if (instrument->normalRangeHi != 0x7F) {
return AudioLoad_SyncLoadSample(instrument->highNotesSound.sample, fontId);
}
} else if (instId == 0x7F) {
Drum* drum = Audio_GetDrum(fontId, drumId);
if (drum == NULL) {
return -1;
}
AudioLoad_SyncLoadSample(drum->sound.sample, fontId);
return 0;
}
}
void AudioLoad_AsyncLoad(s32 tableType, s32 id, s32 nChunks, s32 retData, OSMesgQueue* retQueue) {
if (AudioLoad_AsyncLoadInner(tableType, id, nChunks, retData, retQueue) == NULL) {
osSendMesg32(retQueue, 0xFFFFFFFF, OS_MESG_NOBLOCK);
}
}
void AudioLoad_AsyncLoadSeq(s32 seqId, s32 arg1, s32 retData, OSMesgQueue* retQueue) {
AudioLoad_AsyncLoad(SEQUENCE_TABLE, seqId, 0, retData, retQueue);
}
void AudioLoad_AsyncLoadSampleBank(s32 sampleBankId, s32 arg1, s32 retData, OSMesgQueue* retQueue) {
AudioLoad_AsyncLoad(SAMPLE_TABLE, sampleBankId, 0, retData, retQueue);
}
void AudioLoad_AsyncLoadFont(s32 fontId, s32 arg1, s32 retData, OSMesgQueue* retQueue) {
AudioLoad_AsyncLoad(FONT_TABLE, fontId, 0, retData, retQueue);
}
u8* AudioLoad_GetFontsForSequence(s32 seqId, u32* outNumFonts) {
s32 index;
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
if (seqId == NA_BGM_DISABLED)
return NULL;
2022-06-10 13:37:50 -04:00
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
u16 newSeqId = SfxEditor_GetReplacementSeq(seqId);
if (newSeqId > MAX_SEQUENCES || !sequenceMap[newSeqId]) {
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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return NULL;
}
SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[newSeqId]);
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if (sDat.numFonts == 0)
return NULL;
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return sDat.fonts;
}
void AudioLoad_DiscardSeqFonts(s32 seqId) {
s32 fontId;
s32 index;
s32 numFonts;
index = ((u16*)gAudioContext.sequenceFontTable)[seqId];
numFonts = gAudioContext.sequenceFontTable[index++];
while (numFonts > 0) {
numFonts--;
fontId = AudioLoad_GetRealTableIndex(FONT_TABLE, gAudioContext.sequenceFontTable[index++]);
if (AudioHeap_SearchPermanentCache(FONT_TABLE, fontId) == NULL) {
AudioLoad_DiscardFont(fontId);
AudioLoad_SetFontLoadStatus(fontId, 0);
}
}
}
void AudioLoad_DiscardFont(s32 fontId) {
u32 i;
AudioCache* pool = &gAudioContext.fontCache;
AudioPersistentCache* persistent;
if (fontId == pool->temporary.entries[0].id) {
pool->temporary.entries[0].id = -1;
} else if (fontId == pool->temporary.entries[1].id) {
pool->temporary.entries[1].id = -1;
}
persistent = &pool->persistent;
for (i = 0; i < persistent->numEntries; i++) {
if (fontId == persistent->entries[i].id) {
persistent->entries[i].id = -1;
}
}
AudioHeap_DiscardFont(fontId);
}
s32 AudioLoad_SyncInitSeqPlayer(s32 playerIdx, s32 seqId, s32 arg2) {
if (gAudioContext.resetTimer != 0) {
return 0;
}
gAudioContext.seqPlayers[playerIdx].skipTicks = 0;
AudioLoad_SyncInitSeqPlayerInternal(playerIdx, seqId, arg2);
// Intentionally missing return. Returning the result of the above function
// call matches but is UB because it too is missing a return, and using the
// result of a non-void function that has failed to return a value is UB.
// The callers of this function do not use the return value, so it's fine.
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return 1;
}
s32 AudioLoad_SyncInitSeqPlayerSkipTicks(s32 playerIdx, s32 seqId, s32 skipTicks) {
if (gAudioContext.resetTimer != 0) {
return 0;
}
gAudioContext.seqPlayers[playerIdx].skipTicks = skipTicks;
AudioLoad_SyncInitSeqPlayerInternal(playerIdx, seqId, 0);
// Missing return, see above.
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return 1;
}
s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 arg2) {
SequencePlayer* seqPlayer = &gAudioContext.seqPlayers[playerIdx];
u8* seqData;
s32 index;
s32 numFonts;
s32 fontId;
s8 authCachePolicy = -1; // since 0 is a valid cache policy value
AudioSeq_SequencePlayerDisable(seqPlayer);
fontId = 0xFF;
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
if (gAudioContext.seqReplaced[playerIdx]) {
authCachePolicy = seqCachePolicyMap[seqId];
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
seqId = gAudioContext.seqToPlay[playerIdx];
}
SequenceData seqData2 = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
if (authCachePolicy != -1) {
seqData2.cachePolicy = authCachePolicy;
}
for (int i = 0; i < seqData2.numFonts; i++)
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{
fontId = seqData2.fonts[i];
AudioLoad_SyncLoadFont(fontId); // NOTE: If this is commented out, then enemies will play child link sounds...
//numFonts--;
}
seqData = AudioLoad_SyncLoadSeq(seqId);
if (seqData == NULL) {
return 0;
}
AudioSeq_ResetSequencePlayer(seqPlayer);
seqPlayer->seqId = seqId;
seqPlayer->defaultFont = fontId;
seqPlayer->seqData = seqData;
seqPlayer->enabled = 1;
seqPlayer->scriptState.pc = seqData;
seqPlayer->scriptState.depth = 0;
seqPlayer->delay = 0;
seqPlayer->finished = 0;
seqPlayer->playerIdx = playerIdx;
AudioSeq_SkipForwardSequence(seqPlayer);
//! @bug missing return (but the return value is not used so it's not UB)
}
u8* AudioLoad_SyncLoadSeq(s32 seqId) {
s32 pad;
s32 didAllocate;
if (gAudioContext.seqLoadStatus[AudioLoad_GetRealTableIndex(SEQUENCE_TABLE, seqId)] == 1) {
return NULL;
}
return AudioLoad_SyncLoad(SEQUENCE_TABLE, seqId, &didAllocate);
}
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uintptr_t AudioLoad_GetSampleBank(u32 sampleBankId, u32* outMedium) {
return AudioLoad_TrySyncLoadSampleBank(sampleBankId, outMedium, true);
}
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uintptr_t AudioLoad_TrySyncLoadSampleBank(u32 sampleBankId, u32* outMedium, s32 noLoad) {
uintptr_t ret;
AudioTable* sampleBankTable;
u32 realTableId = AudioLoad_GetRealTableIndex(SAMPLE_TABLE, sampleBankId);
s8 cachePolicy;
sampleBankTable = AudioLoad_GetLoadTable(SAMPLE_TABLE);
ret = AudioLoad_SearchCaches(SAMPLE_TABLE, realTableId);
if (ret != NULL) {
if (gAudioContext.sampleFontLoadStatus[realTableId] != 1) {
AudioLoad_SetSampleFontLoadStatus(realTableId, 2);
}
*outMedium = MEDIUM_RAM;
return ret;
}
//cachePolicy = sampleBankTable->entries[sampleBankId].cachePolicy;
if (/* cachePolicy == 4 || */ noLoad == true) {
*outMedium = sampleBankTable->entries[sampleBankId].medium;
return sampleBankTable->entries[realTableId].romAddr;
}
ret = AudioLoad_SyncLoad(SAMPLE_TABLE, sampleBankId, &noLoad);
if (ret != NULL) {
*outMedium = MEDIUM_RAM;
return ret;
}
*outMedium = sampleBankTable->entries[sampleBankId].medium;
return sampleBankTable->entries[realTableId].romAddr;
}
SoundFontData* AudioLoad_SyncLoadFont(u32 fontId) {
SoundFontData* ret;
s32 sampleBankId1;
s32 sampleBankId2;
s32 didAllocate;
RelocInfo relocInfo;
s32 realFontId = AudioLoad_GetRealTableIndex(FONT_TABLE, fontId);
if (gAudioContext.fontLoadStatus[realFontId] == 1) {
return NULL;
}
SoundFont* sf = ResourceMgr_LoadAudioSoundFont(fontMap[fontId]);
sampleBankId1 = sf->sampleBankId1;
sampleBankId2 = sf->sampleBankId2;
relocInfo.sampleBankId1 = sampleBankId1;
relocInfo.sampleBankId2 = sampleBankId2;
//if (sampleBankId1 != 0xFF) {
//relocInfo.baseAddr1 = AudioLoad_TrySyncLoadSampleBank(sampleBankId1, &relocInfo.medium1, false);
//} else {
relocInfo.baseAddr1 = 0;
//}
//if (sampleBankId2 != 0xFF) {
//relocInfo.baseAddr2 = AudioLoad_TrySyncLoadSampleBank(sampleBankId2, &relocInfo.medium2, false);
//} else {
relocInfo.baseAddr2 = 0;
//}
ret = AudioLoad_SyncLoad(FONT_TABLE, fontId, &didAllocate);
if (ret == NULL) {
return NULL;
}
if (didAllocate == true) {
AudioLoad_RelocateFontAndPreloadSamples(realFontId, ret, &relocInfo, false);
}
return ret;
}
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uintptr_t AudioLoad_SyncLoad(u32 tableType, u32 id, s32* didAllocate) {
size_t size;
AudioTable* table;
s32 pad;
u32 medium;
s32 status;
uintptr_t romAddr;
s32 cachePolicy;
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uintptr_t ret;
u32 realId;
realId = AudioLoad_GetRealTableIndex(tableType, id);
ret = AudioLoad_SearchCaches(tableType, realId);
if (ret != NULL) {
*didAllocate = false;
status = 2;
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} else {
char* seqData = 0;
SoundFont* fnt;
if (tableType == SEQUENCE_TABLE)
{
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SequenceData sData = ResourceMgr_LoadSeqByName(sequenceMap[id]);
seqData = sData.seqData;
size = sData.seqDataSize;
medium = sData.medium;
cachePolicy = sData.cachePolicy;
romAddr = 0;
}
else if (tableType == FONT_TABLE)
{
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fnt = ResourceMgr_LoadAudioSoundFont(fontMap[id]);
size = sizeof(SoundFont);
medium = 2;
cachePolicy = 0;
romAddr = 0;
}
else
{
//table = AudioLoad_GetLoadTable(tableType);
//size = table->entries[realId].size;
//size = ALIGN16(size);
//medium = table->entries[id].medium;
//cachePolicy = table->entries[id].cachePolicy;
//romAddr = table->entries[realId].romAddr;
}
switch (cachePolicy) {
case 0:
ret = AudioHeap_AllocPermanent(tableType, realId, size);
if (ret == NULL) {
return ret;
}
break;
case 1:
ret = AudioHeap_AllocCached(tableType, size, CACHE_PERSISTENT, realId);
if (ret == NULL) {
return ret;
}
break;
case 2:
ret = AudioHeap_AllocCached(tableType, size, CACHE_TEMPORARY, realId);
if (ret == NULL) {
return ret;
}
break;
case 3:
case 4:
ret = AudioHeap_AllocCached(tableType, size, CACHE_EITHER, realId);
if (ret == NULL) {
return ret;
}
break;
}
*didAllocate = true;
if (medium == MEDIUM_UNK) {
AudioLoad_SyncDmaUnkMedium(romAddr, ret, size, (s16)table->unkMediumParam);
} else {
if (tableType == SEQUENCE_TABLE && seqData != NULL) {
AudioLoad_SyncDma(seqData, ret, size, medium);
} else if (tableType == FONT_TABLE) {
AudioLoad_SyncDma(fnt, ret, size, medium);
}
else {
//AudioLoad_SyncDma(romAddr, ret, size, medium);
}
}
status = cachePolicy == 0 ? 5 : 2;
}
switch (tableType) {
case SEQUENCE_TABLE:
AudioLoad_SetSeqLoadStatus(realId, status);
break;
case FONT_TABLE:
AudioLoad_SetFontLoadStatus(realId, status);
break;
case SAMPLE_TABLE:
AudioLoad_SetSampleFontLoadStatusAndApplyCaches(realId, status);
break;
default:
break;
}
return ret;
}
u32 AudioLoad_GetRealTableIndex(s32 tableType, u32 id)
{
if ((tableType == SEQUENCE_TABLE || tableType == FONT_TABLE)) {
return id;
}
//AudioTable* table = AudioLoad_GetLoadTable(tableType);
// If the size is 0, then this entry actually redirects to another entry.
// The rom address is actually an index into the same table where the "real" data is.
//if (table->entries[id].size == 0) {
//id = table->entries[id].romAddr;
//}
return id;
}
void* AudioLoad_SearchCaches(s32 tableType, s32 id) {
void* ret;
ret = AudioHeap_SearchPermanentCache(tableType, id);
if (ret != NULL) {
return ret;
}
ret = AudioHeap_SearchCaches(tableType, CACHE_EITHER, id);
if (ret != NULL) {
return ret;
}
return NULL;
}
AudioTable* AudioLoad_GetLoadTable(s32 tableType) {
AudioTable* ret;
switch (tableType) {
case SEQUENCE_TABLE:
ret = gAudioContext.sequenceTable;
break;
case FONT_TABLE:
ret = gAudioContext.soundFontTable;
break;
default:
ret = NULL;
break;
case SAMPLE_TABLE:
ret = gAudioContext.sampleBankTable;
break;
}
return ret;
}
void AudioLoad_RelocateFont(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo) {
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uintptr_t reloc;
uintptr_t reloc2;
Instrument* inst;
Drum* drum;
SoundFontSound* sfx;
s32 i;
SoundFont* sf = NULL;
s32 numDrums = 0;
s32 numInstruments = 0;
s32 numSfx = 0;
sf = ResourceMgr_LoadAudioSoundFont(fontMap[fontId]);
numDrums = sf->numDrums;
numInstruments = sf->numInstruments;
numSfx = sf->numSfx;
void** ptrs = (void**)mem;
#define BASE_OFFSET(x) (void*)((u32)(x) + (u32)(mem))
reloc2 = ptrs[0];
if ((numDrums != 0))
{
ptrs[0] = BASE_OFFSET(reloc2);
for (i = 0; i < numDrums; i++)
{
drum = sf->drums[i];
if (!drum->loaded)
{
AudioLoad_RelocateSample(&sf->drums[i]->sound, mem, relocInfo, fontOffsets[fontId]);
drum->loaded = 1;
}
}
}
reloc2 = ptrs[1];
if (numSfx != 0) {
ptrs[1] = BASE_OFFSET(reloc2);
for (i = 0; i < numSfx; i++) {
reloc = (SoundFontSound*)ptrs[1] + i;
AudioLoad_RelocateSample(&sf->soundEffects[i].sample, mem, relocInfo, fontOffsets[fontId]);
}
}
if (numInstruments > 0x7E) {
numInstruments = 0x7E;
}
int startI = 0;
int startEC = numInstruments - 1;
for (i = startI; i <= startEC; i++) {
ptrs[i] = BASE_OFFSET(ptrs[i]);
inst = sf->instruments[i];
if (inst != NULL && !inst->loaded) {
if (inst->normalRangeLo != 0)
{
AudioLoad_RelocateSample(&inst->lowNotesSound, mem, relocInfo, fontOffsets[fontId]);
}
AudioLoad_RelocateSample(&inst->normalNotesSound, mem, relocInfo, fontOffsets[fontId]);
if (inst->normalRangeHi != 0x7F) {
AudioLoad_RelocateSample(&inst->highNotesSound, mem, relocInfo, fontOffsets[fontId]);
}
reloc = inst->envelope;
inst->loaded = 1;
}
}
#undef BASE_OFFSET
}
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void AudioLoad_SyncDma(uintptr_t devAddr, u8* addr, size_t size, s32 medium) {
OSMesgQueue* msgQueue = &gAudioContext.syncDmaQueue;
OSIoMesg* ioMesg = &gAudioContext.syncDmaIoMesg;
//size = ALIGN16(size);
Audio_InvalDCache(addr, size);
while (true) {
if (size < 0x400) {
break;
}
AudioLoad_Dma(ioMesg, OS_MESG_PRI_HIGH, OS_READ, devAddr, addr, 0x400, msgQueue, medium, "FastCopy");
osRecvMesg(msgQueue, NULL, OS_MESG_BLOCK);
size -= 0x400;
devAddr += 0x400;
addr += 0x400;
}
if (size != 0) {
AudioLoad_Dma(ioMesg, OS_MESG_PRI_HIGH, OS_READ, devAddr, addr, size, msgQueue, medium, "FastCopy");
osRecvMesg(msgQueue, NULL, OS_MESG_BLOCK);
}
}
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void AudioLoad_SyncDmaUnkMedium(uintptr_t devAddr, u8* addr, size_t size, s32 unkMediumParam) {
}
2022-05-16 20:16:56 -04:00
s32 AudioLoad_Dma(OSIoMesg* mesg, u32 priority, s32 direction, uintptr_t devAddr, uintptr_t ramAddr, size_t size,
OSMesgQueue* reqQueue, s32 medium, const char* dmaFuncType) {
if (gAudioContext.resetTimer > 0x10) {
return -1;
}
memcpy(ramAddr, devAddr, size);
return 0;
}
void AudioLoad_Unused1(void) {
}
void AudioLoad_SyncLoadSimple(u32 tableType, u32 fontId) {
s32 didAllocate;
AudioLoad_SyncLoad(tableType, fontId, &didAllocate);
}
void* AudioLoad_AsyncLoadInner(s32 tableType, s32 id, s32 nChunks, s32 retData, OSMesgQueue* retQueue) {
size_t size;
AudioTable* sp50;
void* ret;
s32 medium;
s8 cachePolicy;
2022-05-16 20:16:56 -04:00
uintptr_t devAddr;
s32 status;
u32 temp_v0;
u32 realId;
switch (tableType) {
case SEQUENCE_TABLE:
if (gAudioContext.seqLoadStatus[realId] == 1) {
return NULL;
}
break;
case FONT_TABLE:
if (gAudioContext.fontLoadStatus[realId] == 1) {
return NULL;
}
break;
case SAMPLE_TABLE:
if (gAudioContext.sampleFontLoadStatus[realId] == 1) {
return NULL;
}
break;
}
ret = AudioLoad_SearchCaches(tableType, realId);
if (ret != NULL) {
status = 2;
osSendMesg32(retQueue, MK_ASYNC_MSG(retData, 0, 0, 0), OS_MESG_NOBLOCK);
} else {
sp50 = AudioLoad_GetLoadTable(tableType);
size = sp50->entries[realId].size;
size = ALIGN16(size);
medium = sp50->entries[id].medium;
cachePolicy = sp50->entries[id].cachePolicy;
devAddr = sp50->entries[realId].romAddr;
status = 2;
switch (cachePolicy) {
case 0:
ret = AudioHeap_AllocPermanent(tableType, realId, size);
if (ret == NULL) {
return ret;
}
status = 5;
break;
case 1:
ret = AudioHeap_AllocCached(tableType, size, CACHE_PERSISTENT, realId);
if (ret == NULL) {
return ret;
}
break;
case 2:
ret = AudioHeap_AllocCached(tableType, size, CACHE_TEMPORARY, realId);
if (ret == NULL) {
return ret;
}
break;
case 3:
case 4:
ret = AudioHeap_AllocCached(tableType, size, CACHE_EITHER, realId);
if (ret == NULL) {
return ret;
}
break;
}
if (medium == MEDIUM_UNK) {
AudioLoad_StartAsyncLoadUnkMedium((s16)sp50->unkMediumParam, devAddr, ret, size, medium, nChunks, retQueue,
MK_ASYNC_MSG(retData, tableType, id, status));
} else {
AudioLoad_StartAsyncLoad(devAddr, ret, size, medium, nChunks, retQueue,
MK_ASYNC_MSG(retData, tableType, realId, status));
}
status = 1;
}
switch (tableType) {
case SEQUENCE_TABLE:
AudioLoad_SetSeqLoadStatus(realId, status);
break;
case FONT_TABLE:
AudioLoad_SetFontLoadStatus(realId, status);
break;
case SAMPLE_TABLE:
AudioLoad_SetSampleFontLoadStatusAndApplyCaches(realId, status);
break;
default:
break;
}
return ret;
}
void AudioLoad_ProcessLoads(s32 resetStatus) {
AudioLoad_ProcessSlowLoads(resetStatus);
AudioLoad_ProcessSamplePreloads(resetStatus);
AudioLoad_ProcessAsyncLoads(resetStatus);
}
void AudioLoad_SetDmaHandler(DmaHandler callback) {
sDmaHandler = callback;
}
void AudioLoad_SetUnusedHandler(void* callback) {
sUnusedHandler = callback;
}
void AudioLoad_InitSoundFontMeta(s32 fontId) {
SoundFont* font = &gAudioContext.soundFonts[fontId];
AudioTableEntry* entry = &gAudioContext.soundFontTable->entries[fontId];
font->sampleBankId1 = (entry->shortData1 >> 8) & 0xFF;
font->sampleBankId2 = (entry->shortData1) & 0xFF;
font->numInstruments = (entry->shortData2 >> 8) & 0xFF;
font->numDrums = entry->shortData2 & 0xFF;
font->numSfx = entry->shortData3;
}
s32 AudioLoad_AssertValidAddr(uintptr_t ramAddr, uintptr_t startAddr, size_t size) {
if (ramAddr >= startAddr && ramAddr < startAddr + size) {
// Valid
return 0;
} else {
// Not Valid, Breakpoint
return -1;
}
}
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#define BASE_ROM_OFFSET(x) (uintptr_t)((uintptr_t)(x) + (uintptr_t)(romAddr))
void AudioLoad_InitSwapFontSampleHeaders(SoundFontSample* sample, uintptr_t romAddr) {
}
void AudioLoad_InitSwapFont(void) {
s32 i;
s32 fontId;
s32 numFonts = gAudioContext.soundFontTable->numEntries;
AudioTableEntry* fontEntry;
uintptr_t romAddr;
size_t size;
void** ptrs;
SoundFont* font;
s32 numDrums;
s32 numSfxs;
s32 numInstruments;
SoundFontSample* sample;
Drum** drumList;
Drum* drum;
SoundFontSound* sfxList;
SoundFontSound* sfx;
Instrument** instList;
Instrument* inst;
// Only up to (numFonts - 1) as final font has garbage data to prevent corruption and is never used
for (fontId = 0; fontId < (numFonts - 1); fontId++) {
// extract meta-data from soundFontTable
fontEntry = &gAudioContext.soundFontTable->entries[fontId];
romAddr = fontEntry->romAddr;
size = fontEntry->size;
ptrs = (void**)romAddr;
// extract meta-data from soundFonts
font = &gAudioContext.soundFonts[fontId];
numDrums = font->numDrums;
numSfxs = font->numSfx;
numInstruments = font->numInstruments;
// drums
ptrs[0] = (void*)BOMSWAP32((uintptr_t)ptrs[0]);
if ((ptrs[0] != NULL) && (numDrums != 0)) {
drumList = (Drum**)BASE_ROM_OFFSET(ptrs[0]);
for (i = 0; i < numDrums; i++) {
drumList[i] = (Drum*)BOMSWAP32((uintptr_t)drumList[i]);
if (drumList[i] != NULL) {
drum = (Drum*)BASE_ROM_OFFSET(drumList[i]);
sample = (SoundFontSample*)BASE_ROM_OFFSET(drum->sound.sample);
AudioLoad_InitSwapFontSampleHeaders(sample, romAddr);
}
}
}
// sfxs
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ptrs[1] = (void*)BOMSWAP32((uintptr_t)ptrs[1]);
if ((ptrs[1] != NULL) && (numSfxs != 0)) {
sfxList = (SoundFontSound*)BASE_ROM_OFFSET(ptrs[1]);
for (i = 0; i < numSfxs; i++) {
sfx = &sfxList[i];
if (sfx->sample != NULL) {
SoundFontSample* sample = (SoundFontSample*)BASE_ROM_OFFSET(sfx->sample);
AudioLoad_InitSwapFontSampleHeaders(sample, romAddr);
}
}
}
// instruments
if (numInstruments > 0x7E) {
numInstruments = 0x7E;
}
instList = (Instrument**)(&ptrs[2]);
for (i = 0; i < numInstruments; i++) {
instList[i] = (Instrument*)BOMSWAP32((uintptr_t)instList[i]);
if (instList[i] != NULL) {
inst = BASE_ROM_OFFSET(instList[i]);
if (inst->normalRangeLo != 0) {
sample = (SoundFontSample*)BASE_ROM_OFFSET(inst->lowNotesSound.sample);
AudioLoad_InitSwapFontSampleHeaders(sample, romAddr);
}
sample = (SoundFontSample*)BASE_ROM_OFFSET(inst->normalNotesSound.sample);
AudioLoad_InitSwapFontSampleHeaders(sample, romAddr);
if (inst->normalRangeHi != 0x7F) {
sample = (SoundFontSample*)BASE_ROM_OFFSET(inst->highNotesSound.sample);
AudioLoad_InitSwapFontSampleHeaders(sample, romAddr);
}
}
}
}
return;
}
#undef BASE_ROM_OFFSET
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
int strcmp_sort( const void *str1, const void *str2 ) {
char *const *pp1 = str1;
char *const *pp2 = str2;
return strcmp(*pp1, *pp2);
}
2022-05-16 20:16:56 -04:00
void AudioLoad_Init(void* heap, size_t heapSize) {
char pad[0x48];
s32 numFonts;
void* temp_v0_3;
s32 i;
u64* heapP;
s16* u2974p;
D_801755D0 = NULL;
gAudioContext.resetTimer = 0;
memset(&gAudioContext, 0, sizeof(gAudioContext));
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
memset(gAudioContext.seqToPlay, 0, 8);
memset(gAudioContext.seqReplaced, 0, 8);
switch (osTvType) {
case OS_TV_PAL:
gAudioContext.unk_2960 = 20.03042f;
gAudioContext.refreshRate = 50;
break;
case OS_TV_MPAL:
gAudioContext.unk_2960 = 16.546f;
gAudioContext.refreshRate = 60;
break;
case OS_TV_NTSC:
default:
gAudioContext.unk_2960 = 16.713f;
gAudioContext.refreshRate = 60;
}
Audio_InitMesgQueues();
for (i = 0; i < 3; i++) {
gAudioContext.aiBufLengths[i] = 0xA0;
}
gAudioContext.totalTaskCnt = 0;
gAudioContext.rspTaskIdx = 0;
gAudioContext.curAIBufIdx = 0;
gAudioContext.soundMode = 0;
gAudioContext.currTask = NULL;
gAudioContext.rspTask[0].task.t.data_size = 0;
gAudioContext.rspTask[1].task.t.data_size = 0;
osCreateMesgQueue(&gAudioContext.syncDmaQueue, &gAudioContext.syncDmaMesg, 1);
osCreateMesgQueue(&gAudioContext.currAudioFrameDmaQueue, gAudioContext.currAudioFrameDmaMesgBuf, 0x40);
osCreateMesgQueue(&gAudioContext.externalLoadQueue, gAudioContext.externalLoadMesgBuf,
ARRAY_COUNT(gAudioContext.externalLoadMesgBuf));
osCreateMesgQueue(&gAudioContext.preloadSampleQueue, gAudioContext.preloadSampleMesgBuf,
ARRAY_COUNT(gAudioContext.externalLoadMesgBuf));
gAudioContext.curAudioFrameDmaCount = 0;
gAudioContext.sampleDmaCount = 0;
gAudioContext.cartHandle = osCartRomInit();
if (heap == NULL) {
gAudioContext.audioHeap = gAudioHeap;
gAudioContext.audioHeapSize = D_8014A6C4.heapSize;
} else {
void** hp = &heap;
gAudioContext.audioHeap = *hp;
gAudioContext.audioHeapSize = heapSize;
}
2022-05-16 20:16:56 -04:00
for (i = 0; i < gAudioContext.audioHeapSize / 8; i++) {
((u64*)gAudioContext.audioHeap)[i] = 0;
}
AudioHeap_InitMainPools(D_8014A6C4.initPoolSize);
for (i = 0; i < 3; i++) {
gAudioContext.aiBuffers[i] = AudioHeap_AllocZeroed(&gAudioContext.audioInitPool, AIBUF_LEN * sizeof(s16));
}
//gAudioContext.sequenceTable = (AudioTable*)gSequenceTable;
//gAudioContext.soundFontTable = (AudioTable*)gSoundFontTable;
//gAudioContext.sampleBankTable = (AudioTable*)gSampleBankTable;
//gAudioContext.sequenceFontTable = gSequenceFontTable;
//gAudioContext.numSequences = gAudioContext.sequenceTable->numEntries;
gAudioContext.audioResetSpecIdToLoad = 0;
gAudioContext.resetStatus = 1;
AudioHeap_ResetStep();
int seqListSize = 0;
char** seqList = ResourceMgr_ListFiles("audio/sequences*", &seqListSize);
for (size_t i = 0; i < seqListSize; i++)
{
SequenceData sDat = ResourceMgr_LoadSeqByName(seqList[i]);
char* str = malloc(strlen(seqList[i]) + 1);
strcpy(str, seqList[i]);
2022-06-10 13:37:50 -04:00
sequenceMap[sDat.seqNumber] = str;
seqCachePolicyMap[sDat.seqNumber] = sDat.cachePolicy;
}
2022-06-10 13:37:50 -04:00
free(seqList);
2022-06-10 13:37:50 -04:00
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
int customSeqListSize = 0;
int startingSeqNum = MAX_AUTHENTIC_SEQID; // 109 is the highest vanilla sequence
char** customSeqList = ResourceMgr_ListFiles("custom/music/*", &customSeqListSize);
qsort(customSeqList, customSeqListSize, sizeof(char*), strcmp_sort);
for (size_t i = startingSeqNum; i < startingSeqNum + customSeqListSize; i++) {
int j = i - startingSeqNum;
SfxEditor_AddSequence(customSeqList[j], i);
SequenceData sDat = ResourceMgr_LoadSeqByName(customSeqList[j]);
sDat.seqNumber = i;
char* str = malloc(strlen(customSeqList[j]) + 1);
strcpy(str, customSeqList[j]);
sequenceMap[sDat.seqNumber] = str;
}
free(customSeqList);
int fntListSize = 0;
char** fntList = ResourceMgr_ListFiles("audio/fonts*", &fntListSize);
2022-06-14 00:59:31 -04:00
for (int i = 0; i < fntListSize; i++)
{
SoundFont* sf = ResourceMgr_LoadAudioSoundFont(fntList[i]);
2022-06-14 00:59:31 -04:00
char* str = malloc(strlen(fntList[i]) + 1);
strcpy(str, fntList[i]);
2022-06-14 00:59:31 -04:00
fontMap[sf->fntIndex] = str;
}
2022-06-14 00:59:31 -04:00
numFonts = fntListSize;
free(fntList);
gAudioContext.soundFonts = AudioHeap_Alloc(&gAudioContext.audioInitPool, numFonts * sizeof(SoundFont));
2022-06-14 00:59:31 -04:00
if (temp_v0_3 = AudioHeap_Alloc(&gAudioContext.audioInitPool, D_8014A6C4.permanentPoolSize), temp_v0_3 == NULL) {
// cast away const from D_8014A6C4
// *((u32*)&D_8014A6C4.permanentPoolSize) = 0;
}
AudioHeap_AllocPoolInit(&gAudioContext.permanentPool, temp_v0_3, D_8014A6C4.permanentPoolSize);
gAudioContextInitalized = true;
osSendMesg32(gAudioContext.taskStartQueueP, gAudioContext.totalTaskCnt, OS_MESG_NOBLOCK);
}
void AudioLoad_InitSlowLoads(void) {
gAudioContext.slowLoads[0].status = 0;
gAudioContext.slowLoads[1].status = 0;
}
s32 AudioLoad_SlowLoadSample(s32 fontId, s32 instId, s8* isDone) {
SoundFontSample* sample;
AudioSlowLoad* slowLoad;
sample = AudioLoad_GetFontSample(fontId, instId);
if (sample == NULL) {
*isDone = 0;
return -1;
}
if (sample->medium == MEDIUM_RAM) {
*isDone = 2;
return 0;
}
slowLoad = &gAudioContext.slowLoads[gAudioContext.slowLoadPos];
if (slowLoad->status == LOAD_STATUS_DONE) {
slowLoad->status = LOAD_STATUS_WAITING;
}
slowLoad->sample = *sample;
slowLoad->isDone = isDone;
slowLoad->curRamAddr =
AudioHeap_AllocSampleCache(sample->size, fontId, sample->sampleAddr, sample->medium, CACHE_TEMPORARY);
if (slowLoad->curRamAddr == NULL) {
if (sample->medium == MEDIUM_UNK || sample->codec == CODEC_S16_INMEMORY) {
*isDone = 0;
return -1;
} else {
*isDone = 3;
return -1;
}
}
slowLoad->status = LOAD_STATUS_START;
slowLoad->bytesRemaining = ALIGN16(sample->size);
slowLoad->ramAddr = slowLoad->curRamAddr;
slowLoad->curDevAddr = sample->sampleAddr;
slowLoad->medium = sample->medium;
slowLoad->seqOrFontId = fontId;
slowLoad->instId = instId;
if (slowLoad->medium == MEDIUM_UNK) {
slowLoad->unkMediumParam = gAudioContext.sampleBankTable->unkMediumParam;
}
gAudioContext.slowLoadPos ^= 1;
return 0;
}
SoundFontSample* AudioLoad_GetFontSample(s32 fontId, s32 instId) {
SoundFontSample* ret;
if (instId < 0x80) {
Instrument* instrument = Audio_GetInstrumentInner(fontId, instId);
if (instrument == NULL) {
return NULL;
}
ret = instrument->normalNotesSound.sample;
} else if (instId < 0x100) {
Drum* drum = Audio_GetDrum(fontId, instId - 0x80);
if (drum == NULL) {
return NULL;
}
ret = drum->sound.sample;
} else {
SoundFontSound* sound = Audio_GetSfx(fontId, instId - 0x100);
if (sound == NULL) {
return NULL;
}
ret = sound->sample;
}
return ret;
}
void AudioLoad_Unused2(void) {
}
void AudioLoad_FinishSlowLoad(AudioSlowLoad* slowLoad) {
SoundFontSample* sample;
if (slowLoad->sample.sampleAddr == NULL) {
return;
}
sample = AudioLoad_GetFontSample(slowLoad->seqOrFontId, slowLoad->instId);
if (sample == NULL) {
return;
}
slowLoad->sample = *sample;
sample->sampleAddr = slowLoad->ramAddr;
sample->medium = MEDIUM_RAM;
}
void AudioLoad_ProcessSlowLoads(s32 resetStatus) {
AudioSlowLoad* slowLoad;
s32 i;
for (i = 0; i < ARRAY_COUNT(gAudioContext.slowLoads); i++) {
slowLoad = &gAudioContext.slowLoads[i];
switch (gAudioContext.slowLoads[i].status) {
case LOAD_STATUS_LOADING:
if (slowLoad->medium != MEDIUM_UNK) {
osRecvMesg(&slowLoad->msgqueue, NULL, OS_MESG_BLOCK);
}
if (resetStatus != 0) {
slowLoad->status = LOAD_STATUS_DONE;
continue;
}
case LOAD_STATUS_START:
slowLoad->status = LOAD_STATUS_LOADING;
if (slowLoad->bytesRemaining == 0) {
AudioLoad_FinishSlowLoad(slowLoad);
slowLoad->status = LOAD_STATUS_DONE;
*slowLoad->isDone = 1;
} else if (slowLoad->bytesRemaining < 0x400) {
if (slowLoad->medium == MEDIUM_UNK) {
size_t size = slowLoad->bytesRemaining;
AudioLoad_DmaSlowCopyUnkMedium(slowLoad->curDevAddr, slowLoad->curRamAddr, size,
slowLoad->unkMediumParam);
} else {
AudioLoad_DmaSlowCopy(slowLoad, slowLoad->bytesRemaining);
}
slowLoad->bytesRemaining = 0;
} else {
if (slowLoad->medium == MEDIUM_UNK) {
AudioLoad_DmaSlowCopyUnkMedium(slowLoad->curDevAddr, slowLoad->curRamAddr, 0x400,
slowLoad->unkMediumParam);
} else {
AudioLoad_DmaSlowCopy(slowLoad, 0x400);
}
slowLoad->bytesRemaining -= 0x400;
slowLoad->curRamAddr += 0x400;
slowLoad->curDevAddr += 0x400;
}
break;
}
}
}
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void AudioLoad_DmaSlowCopy(AudioSlowLoad* slowLoad, size_t size) {
Audio_InvalDCache(slowLoad->curRamAddr, size);
osCreateMesgQueue(&slowLoad->msgqueue, &slowLoad->msg, 1);
AudioLoad_Dma(&slowLoad->ioMesg, OS_MESG_PRI_NORMAL, 0, slowLoad->curDevAddr, slowLoad->curRamAddr, size,
&slowLoad->msgqueue, slowLoad->medium, "SLOWCOPY");
}
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void AudioLoad_DmaSlowCopyUnkMedium(uintptr_t devAddr, uintptr_t ramAddr, size_t size, s32 arg3) {
}
s32 AudioLoad_SlowLoadSeq(s32 seqId, u8* ramAddr, s8* isDone) {
AudioSlowLoad* slowLoad;
AudioTable* seqTable;
size_t size;
seqId = AudioLoad_GetRealTableIndex(SEQUENCE_TABLE, seqId);
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
u16 newSeqId = SfxEditor_GetReplacementSeq(seqId);
if (seqId != newSeqId) {
gAudioContext.seqToPlay[SEQ_PLAYER_BGM_MAIN] = newSeqId;
gAudioContext.seqReplaced[SEQ_PLAYER_BGM_MAIN] = 1;
// This sequence command starts playing a sequence specified by seqId on the main BGM seq player.
// The sequence command is a bitpacked u32 where different bits of the number indicated different parameters.
// What those parameters are is dependent on the first 8 bits which represent an operation.
// First two digits (bits 31-24) - Sequence Command Operation (0x0 = play sequence immediately)
// Next two digits (bits 23-16) - Index of the SeqPlayer to operate on. (0, which is the main BGM player.)
// Next two digits (bits 15-8) - Fade Timer (0 in this case, we don't want any fade-in or out here.)
// Last two digits (bits 7-0) - the sequence ID to play. Not actually sure why it is cast to u16 instead of u8,
// copied this from authentic game code and adapted it. I think it might be so that you can choose to encode the
// fade timer into the seqId if you want to for some reason.
Audio_QueueSeqCmd(0x00000000 | ((u8)SEQ_PLAYER_BGM_MAIN << 24) | ((u8)(0) << 16) | (u16)seqId);
return 0;
}
seqTable = AudioLoad_GetLoadTable(SEQUENCE_TABLE);
slowLoad = &gAudioContext.slowLoads[gAudioContext.slowLoadPos];
if (slowLoad->status == LOAD_STATUS_DONE) {
slowLoad->status = LOAD_STATUS_WAITING;
}
slowLoad->sample.sampleAddr = NULL;
slowLoad->isDone = isDone;
SequenceData sData = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
char* seqData = sData.seqData;
size = sData.seqDataSize;
slowLoad->curDevAddr = seqData;
slowLoad->medium = sData.medium;
slowLoad->curRamAddr = ramAddr;
slowLoad->status = LOAD_STATUS_START;
slowLoad->bytesRemaining = size;
slowLoad->ramAddr = ramAddr;
slowLoad->seqOrFontId = seqId;
if (slowLoad->medium == MEDIUM_UNK) {
slowLoad->unkMediumParam = seqTable->unkMediumParam;
}
gAudioContext.slowLoadPos ^= 1;
return 0;
}
void AudioLoad_InitAsyncLoads(void) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gAudioContext.asyncLoads); i++) {
gAudioContext.asyncLoads[i].status = 0;
}
}
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AudioAsyncLoad* AudioLoad_StartAsyncLoadUnkMedium(s32 unkMediumParam, uintptr_t devAddr, uintptr_t ramAddr, size_t size,
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s32 medium,
s32 nChunks, OSMesgQueue* retQueue, s32 retMsg) {
AudioAsyncLoad* asyncLoad;
asyncLoad = AudioLoad_StartAsyncLoad(devAddr, ramAddr, size, medium, nChunks, retQueue, retMsg);
if (asyncLoad == NULL) {
return NULL;
}
osSendMesgPtr(&gAudioContext.asyncLoadUnkMediumQueue, asyncLoad, OS_MESG_NOBLOCK);
asyncLoad->unkMediumParam = unkMediumParam;
return asyncLoad;
}
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AudioAsyncLoad* AudioLoad_StartAsyncLoad(uintptr_t devAddr, uintptr_t ramAddr, size_t size, s32 medium, s32 nChunks,
OSMesgQueue* retQueue, s32 retMsg) {
AudioAsyncLoad* asyncLoad;
s32 i;
for (i = 0; i < ARRAY_COUNT(gAudioContext.asyncLoads); i++) {
if (gAudioContext.asyncLoads[i].status == 0) {
asyncLoad = &gAudioContext.asyncLoads[i];
break;
}
}
// no more available async loads
if (i == ARRAY_COUNT(gAudioContext.asyncLoads)) {
return NULL;
}
asyncLoad->status = LOAD_STATUS_START;
asyncLoad->curDevAddr = devAddr;
asyncLoad->ramAddr = ramAddr;
asyncLoad->curRamAddr = ramAddr;
asyncLoad->bytesRemaining = size;
if (nChunks == 0) {
asyncLoad->chunkSize = 0x1000;
} else if (nChunks == 1) {
asyncLoad->chunkSize = size;
} else {
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asyncLoad->chunkSize = ALIGN256(size / nChunks);
if (asyncLoad->chunkSize < 0x100) {
asyncLoad->chunkSize = 0x100;
}
}
asyncLoad->retQueue = retQueue;
asyncLoad->delay = 3;
asyncLoad->medium = medium;
asyncLoad->retMsg = retMsg;
osCreateMesgQueue(&asyncLoad->msgQueue, &asyncLoad->msg, 1);
return asyncLoad;
}
void AudioLoad_ProcessAsyncLoads(s32 resetStatus) {
AudioAsyncLoad* asyncLoad;
s32 i;
if (gAudioContext.resetTimer == 1) {
return;
}
if (gAudioContext.curUnkMediumLoad == NULL) {
if (resetStatus != 0) {
// Clear and ignore queue if resetting.
do {
} while (osRecvMesg(&gAudioContext.asyncLoadUnkMediumQueue, (OSMesg*)&asyncLoad, OS_MESG_NOBLOCK) != -1);
} else if (osRecvMesg(&gAudioContext.asyncLoadUnkMediumQueue, (OSMesg*)&asyncLoad, OS_MESG_NOBLOCK) == -1) {
gAudioContext.curUnkMediumLoad = NULL;
} else {
gAudioContext.curUnkMediumLoad = asyncLoad;
}
}
if (gAudioContext.curUnkMediumLoad != NULL) {
AudioLoad_ProcessAsyncLoadUnkMedium(gAudioContext.curUnkMediumLoad, resetStatus);
}
for (i = 0; i < ARRAY_COUNT(gAudioContext.asyncLoads); i++) {
if (gAudioContext.asyncLoads[i].status == 1) {
asyncLoad = &gAudioContext.asyncLoads[i];
if (asyncLoad->medium != MEDIUM_UNK) {
AudioLoad_ProcessAsyncLoad(asyncLoad, resetStatus);
}
}
}
}
void AudioLoad_ProcessAsyncLoadUnkMedium(AudioAsyncLoad* asyncLoad, s32 resetStatus) {
}
void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
u32 retMsg = asyncLoad->retMsg;
u32 fontId;
u32 pad;
OSMesg doneMsg;
u32 sampleBankId1;
u32 sampleBankId2;
RelocInfo relocInfo;
switch (ASYNC_TBLTYPE(retMsg)) {
case SEQUENCE_TABLE:
AudioLoad_SetSeqLoadStatus(ASYNC_ID(retMsg), ASYNC_STATUS(retMsg));
break;
case SAMPLE_TABLE:
AudioLoad_SetSampleFontLoadStatusAndApplyCaches(ASYNC_ID(retMsg), ASYNC_STATUS(retMsg));
break;
case FONT_TABLE:
fontId = ASYNC_ID(retMsg);
sampleBankId1 = gAudioContext.soundFonts[fontId].sampleBankId1;
sampleBankId2 = gAudioContext.soundFonts[fontId].sampleBankId2;
relocInfo.sampleBankId1 = sampleBankId1;
relocInfo.sampleBankId2 = sampleBankId2;
relocInfo.baseAddr1 =
sampleBankId1 != 0xFF ? AudioLoad_GetSampleBank(sampleBankId1, &relocInfo.medium1) : 0;
relocInfo.baseAddr2 =
sampleBankId2 != 0xFF ? AudioLoad_GetSampleBank(sampleBankId2, &relocInfo.medium2) : 0;
AudioLoad_SetFontLoadStatus(fontId, ASYNC_STATUS(retMsg));
AudioLoad_RelocateFontAndPreloadSamples(fontId, asyncLoad->ramAddr, &relocInfo, true);
break;
}
doneMsg.data32 = asyncLoad->retMsg;
asyncLoad->status = LOAD_STATUS_WAITING;
osSendMesg(asyncLoad->retQueue, doneMsg, OS_MESG_NOBLOCK);
}
void AudioLoad_ProcessAsyncLoad(AudioAsyncLoad* asyncLoad, s32 resetStatus) {
AudioTable* sampleBankTable = gAudioContext.sampleBankTable;
if (asyncLoad->delay >= 2) {
asyncLoad->delay--;
return;
}
if (asyncLoad->delay == 1) {
asyncLoad->delay = 0;
} else if (resetStatus != 0) {
// Await the previous DMA response synchronously, then return.
osRecvMesg(&asyncLoad->msgQueue, NULL, OS_MESG_BLOCK);
asyncLoad->status = LOAD_STATUS_WAITING;
return;
} else if (osRecvMesg(&asyncLoad->msgQueue, NULL, OS_MESG_NOBLOCK) == -1) {
// If the previous DMA step isn't done, return.
return;
}
if (asyncLoad->bytesRemaining == 0) {
AudioLoad_FinishAsyncLoad(asyncLoad);
return;
}
if (asyncLoad->bytesRemaining < asyncLoad->chunkSize) {
if (asyncLoad->medium == MEDIUM_UNK) {
AudioLoad_AsyncDmaUnkMedium(asyncLoad->curDevAddr, asyncLoad->curRamAddr, asyncLoad->bytesRemaining,
sampleBankTable->unkMediumParam);
} else {
AudioLoad_AsyncDma(asyncLoad, asyncLoad->bytesRemaining);
}
asyncLoad->bytesRemaining = 0;
return;
}
if (asyncLoad->medium == MEDIUM_UNK) {
AudioLoad_AsyncDmaUnkMedium(asyncLoad->curDevAddr, asyncLoad->curRamAddr, asyncLoad->chunkSize,
sampleBankTable->unkMediumParam);
} else {
AudioLoad_AsyncDma(asyncLoad, asyncLoad->chunkSize);
}
asyncLoad->bytesRemaining -= asyncLoad->chunkSize;
asyncLoad->curDevAddr += asyncLoad->chunkSize;
asyncLoad->curRamAddr += asyncLoad->chunkSize;
}
void AudioLoad_AsyncDma(AudioAsyncLoad* asyncLoad, size_t size) {
size = ALIGN16(size);
Audio_InvalDCache(asyncLoad->curRamAddr, size);
osCreateMesgQueue(&asyncLoad->msgQueue, &asyncLoad->msg, 1);
AudioLoad_Dma(&asyncLoad->ioMesg, 0, 0, asyncLoad->curDevAddr, asyncLoad->curRamAddr, size, &asyncLoad->msgQueue,
asyncLoad->medium, "BGCOPY");
}
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void AudioLoad_AsyncDmaUnkMedium(uintptr_t devAddr, uintptr_t ramAddr, size_t size, s16 arg3) {
}
void AudioLoad_RelocateSample(SoundFontSound* sound, SoundFontData* mem, RelocInfo* relocInfo, int fontId)
{
}
void AudioLoad_RelocateFontAndPreloadSamples(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo, s32 async) {
AudioPreloadReq* preload;
AudioPreloadReq* topPreload;
SoundFontSample* sample;
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size_t size;
s32 nChunks;
u8* addr;
s32 preloadInProgress;
s32 i;
preloadInProgress = false;
if (gAudioContext.preloadSampleStackTop != 0) {
preloadInProgress = true;
} else {
D_8016B780 = 0;
}
gAudioContext.numUsedSamples = 0;
AudioLoad_RelocateFont(fontId, mem, relocInfo);
size = 0;
for (i = 0; i < gAudioContext.numUsedSamples; i++) {
size += ALIGN16(gAudioContext.usedSamples[i]->size);
}
if (size && size) {}
for (i = 0; i < gAudioContext.numUsedSamples; i++) {
if (gAudioContext.preloadSampleStackTop == 120) {
break;
}
sample = gAudioContext.usedSamples[i];
addr = NULL;
switch (async) {
case false:
if (sample->medium == relocInfo->medium1) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId1, sample->sampleAddr,
sample->medium, CACHE_PERSISTENT);
} else if (sample->medium == relocInfo->medium2) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId2, sample->sampleAddr,
sample->medium, CACHE_PERSISTENT);
} else if (sample->medium == MEDIUM_DISK_DRIVE) {
addr = AudioHeap_AllocSampleCache(sample->size, 0xFE, sample->sampleAddr, sample->medium,
CACHE_PERSISTENT);
}
break;
case true:
if (sample->medium == relocInfo->medium1) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId1, sample->sampleAddr,
sample->medium, CACHE_TEMPORARY);
} else if (sample->medium == relocInfo->medium2) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId2, sample->sampleAddr,
sample->medium, CACHE_TEMPORARY);
} else if (sample->medium == MEDIUM_DISK_DRIVE) {
addr = AudioHeap_AllocSampleCache(sample->size, 0xFE, sample->sampleAddr, sample->medium,
CACHE_TEMPORARY);
}
break;
}
if (addr == NULL) {
continue;
}
switch (async) {
case false:
if (sample->medium == MEDIUM_UNK) {
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AudioLoad_SyncDmaUnkMedium(sample->sampleAddr, addr, sample->size,
gAudioContext.sampleBankTable->unkMediumParam);
sample->sampleAddr = addr;
sample->medium = MEDIUM_RAM;
} else {
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AudioLoad_SyncDma(sample->sampleAddr, addr, sample->size, sample->medium);
sample->sampleAddr = addr;
sample->medium = MEDIUM_RAM;
}
if (sample->medium == MEDIUM_DISK_DRIVE) {}
break;
case true:
preload = &gAudioContext.preloadSampleStack[gAudioContext.preloadSampleStackTop];
preload->sample = sample;
preload->ramAddr = addr;
preload->encodedInfo = (gAudioContext.preloadSampleStackTop << 24) | 0xFFFFFF;
preload->isFree = false;
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preload->endAndMediumKey = sample->sampleAddr + sample->size + sample->medium;
gAudioContext.preloadSampleStackTop++;
break;
}
}
gAudioContext.numUsedSamples = 0;
if (gAudioContext.preloadSampleStackTop != 0 && !preloadInProgress) {
topPreload = &gAudioContext.preloadSampleStack[gAudioContext.preloadSampleStackTop - 1];
sample = topPreload->sample;
nChunks = (sample->size >> 12) + 1;
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AudioLoad_StartAsyncLoad(sample->sampleAddr, topPreload->ramAddr, sample->size, sample->medium, nChunks,
&gAudioContext.preloadSampleQueue, topPreload->encodedInfo);
}
}
s32 AudioLoad_ProcessSamplePreloads(s32 resetStatus) {
SoundFontSample* sample;
AudioPreloadReq* preload;
u32 preloadIndex;
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uintptr_t key;
u32 nChunks;
s32 pad;
if (gAudioContext.preloadSampleStackTop > 0) {
if (resetStatus != 0) {
// Clear result queue and preload stack and return.
osRecvMesg(&gAudioContext.preloadSampleQueue, (OSMesg*)&preloadIndex, OS_MESG_NOBLOCK);
gAudioContext.preloadSampleStackTop = 0;
return 0;
}
if (osRecvMesg(&gAudioContext.preloadSampleQueue, (OSMesg*)&preloadIndex, OS_MESG_NOBLOCK) == -1) {
// Previous preload is not done yet.
return 0;
}
preloadIndex >>= 24;
preload = &gAudioContext.preloadSampleStack[preloadIndex];
if (preload->isFree == false) {
sample = preload->sample;
key = (u32)sample->sampleAddr + sample->size + sample->medium;
if (key == preload->endAndMediumKey) {
// Change storage for sample to the preloaded version.
sample->sampleAddr = preload->ramAddr;
sample->medium = MEDIUM_RAM;
}
preload->isFree = true;
}
// Pop requests with isFree = true off the stack, as far as possible,
// and dispatch the next DMA.
for (;;) {
if (gAudioContext.preloadSampleStackTop <= 0) {
break;
}
preload = &gAudioContext.preloadSampleStack[gAudioContext.preloadSampleStackTop - 1];
if (preload->isFree == true) {
gAudioContext.preloadSampleStackTop--;
continue;
}
sample = preload->sample;
nChunks = (sample->size >> 12) + 1;
key = (u32)sample->sampleAddr + sample->size + sample->medium;
if (key != preload->endAndMediumKey) {
preload->isFree = true;
gAudioContext.preloadSampleStackTop--;
} else {
AudioLoad_StartAsyncLoad((u32)sample->sampleAddr, preload->ramAddr, sample->size, sample->medium,
nChunks, &gAudioContext.preloadSampleQueue, preload->encodedInfo);
break;
}
}
}
return 1;
}
s32 AudioLoad_AddToSampleSet(SoundFontSample* sample, s32 numSamples, SoundFontSample** sampleSet) {
s32 i;
for (i = 0; i < numSamples; i++) {
if (sample->sampleAddr == sampleSet[i]->sampleAddr) {
break;
}
}
if (i == numSamples) {
sampleSet[numSamples] = sample;
numSamples++;
}
return numSamples;
}
s32 AudioLoad_GetSamplesForFont(s32 fontId, SoundFontSample** sampleSet) {
s32 i;
s32 numDrums;
s32 numInstruments;
s32 numSamples = 0;
numDrums = gAudioContext.soundFonts[fontId].numDrums;
numInstruments = gAudioContext.soundFonts[fontId].numInstruments;
for (i = 0; i < numDrums; i++) {
Drum* drum = Audio_GetDrum(fontId, i);
if (drum != NULL) {
numSamples = AudioLoad_AddToSampleSet(drum->sound.sample, numSamples, sampleSet);
}
}
for (i = 0; i < numInstruments; i++) {
Instrument* instrument = Audio_GetInstrumentInner(fontId, i);
if (instrument != NULL) {
if (instrument->normalRangeLo != 0) {
numSamples = AudioLoad_AddToSampleSet(instrument->lowNotesSound.sample, numSamples, sampleSet);
}
if (instrument->normalRangeHi != 0x7F) {
numSamples = AudioLoad_AddToSampleSet(instrument->highNotesSound.sample, numSamples, sampleSet);
}
numSamples = AudioLoad_AddToSampleSet(instrument->normalNotesSound.sample, numSamples, sampleSet);
}
}
// Should really also process sfx, but this method is never called, so whatever.
return numSamples;
}
void AudioLoad_AddUsedSample(SoundFontSound* sound) {
SoundFontSample* sample = sound->sample;
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if (sample != NULL) {
if ((sample->size != 0) && (sample->unk_bit26) && (sample->medium != MEDIUM_RAM)) {
gAudioContext.usedSamples[gAudioContext.numUsedSamples++] = sample;
}
}
}
void AudioLoad_PreloadSamplesForFont(s32 fontId, s32 async, RelocInfo* relocInfo) {
s32 numDrums;
s32 numInstruments;
s32 numSfx;
Drum* drum;
Instrument* instrument;
SoundFontSound* sound;
AudioPreloadReq* preload;
AudioPreloadReq* topPreload;
u8* addr = NULL;
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size_t size;
s32 i;
SoundFontSample* sample;
s32 preloadInProgress;
s32 nChunks;
preloadInProgress = false;
if (gAudioContext.preloadSampleStackTop != 0) {
preloadInProgress = true;
}
gAudioContext.numUsedSamples = 0;
SoundFont* sf = ResourceMgr_LoadAudioSoundFont(fontMap[fontId]);
numDrums = sf->numDrums;
numInstruments = sf->numInstruments;
numSfx = sf->numSfx;
for (i = 0; i < numInstruments; i++) {
instrument = Audio_GetInstrumentInner(fontId, i);
if (instrument != NULL) {
if (instrument->normalRangeLo != 0) {
AudioLoad_AddUsedSample(&instrument->lowNotesSound);
}
if (instrument->normalRangeHi != 0x7F) {
AudioLoad_AddUsedSample(&instrument->highNotesSound);
}
AudioLoad_AddUsedSample(&instrument->normalNotesSound);
}
}
for (i = 0; i < numDrums; i++) {
drum = Audio_GetDrum(fontId, i);
if (drum != NULL) {
AudioLoad_AddUsedSample(&drum->sound);
}
}
for (i = 0; i < numSfx; i++) {
sound = Audio_GetSfx(fontId, i);
if (sound != NULL) {
AudioLoad_AddUsedSample(sound);
}
}
if (gAudioContext.numUsedSamples == 0) {
return;
}
size = 0;
for (i = 0; i < gAudioContext.numUsedSamples; i++) {
size += ALIGN16(gAudioContext.usedSamples[i]->size);
}
if (size) {}
for (i = 0; i < gAudioContext.numUsedSamples; i++) {
if (gAudioContext.preloadSampleStackTop == 120) {
break;
}
sample = gAudioContext.usedSamples[i];
if (sample->medium == MEDIUM_RAM) {
continue;
}
switch (async) {
case false:
if (sample->medium == relocInfo->medium1) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId1, sample->sampleAddr,
sample->medium, CACHE_PERSISTENT);
} else if (sample->medium == relocInfo->medium2) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId2, sample->sampleAddr,
sample->medium, CACHE_PERSISTENT);
}
break;
case true:
if (sample->medium == relocInfo->medium1) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId1, sample->sampleAddr,
sample->medium, CACHE_TEMPORARY);
} else if (sample->medium == relocInfo->medium2) {
addr = AudioHeap_AllocSampleCache(sample->size, relocInfo->sampleBankId2, sample->sampleAddr,
sample->medium, CACHE_TEMPORARY);
}
break;
}
if (addr == NULL) {
continue;
}
switch (async) {
case false:
if (sample->medium == MEDIUM_UNK) {
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AudioLoad_SyncDmaUnkMedium(sample->sampleAddr, addr, sample->size,
gAudioContext.sampleBankTable->unkMediumParam);
sample->sampleAddr = addr;
sample->medium = MEDIUM_RAM;
} else {
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AudioLoad_SyncDma(sample->sampleAddr, addr, sample->size, sample->medium);
sample->sampleAddr = addr;
sample->medium = MEDIUM_RAM;
}
break;
case true:
preload = &gAudioContext.preloadSampleStack[gAudioContext.preloadSampleStackTop];
preload->sample = sample;
preload->ramAddr = addr;
preload->encodedInfo = (gAudioContext.preloadSampleStackTop << 24) | 0xFFFFFF;
preload->isFree = false;
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preload->endAndMediumKey = sample->sampleAddr + sample->size + sample->medium;
gAudioContext.preloadSampleStackTop++;
break;
}
}
gAudioContext.numUsedSamples = 0;
if (gAudioContext.preloadSampleStackTop != 0 && !preloadInProgress) {
topPreload = &gAudioContext.preloadSampleStack[gAudioContext.preloadSampleStackTop - 1];
sample = topPreload->sample;
nChunks = (sample->size >> 12) + 1;
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AudioLoad_StartAsyncLoad(sample->sampleAddr, topPreload->ramAddr, sample->size, sample->medium, nChunks,
&gAudioContext.preloadSampleQueue, topPreload->encodedInfo);
}
}
void AudioLoad_LoadPermanentSamples(void) {
s32 pad;
u32 fontId;
AudioTable* sampleBankTable;
s32 pad2;
s32 i;
sampleBankTable = AudioLoad_GetLoadTable(SAMPLE_TABLE);
for (i = 0; i < gAudioContext.permanentPool.count; i++) {
RelocInfo relocInfo;
if (gAudioContext.permanentCache[i].tableType == FONT_TABLE)
{
fontId = AudioLoad_GetRealTableIndex(FONT_TABLE, gAudioContext.permanentCache[i].id);
//fontId = gAudioContext.permanentCache[i].id;
SoundFont* sf = ResourceMgr_LoadAudioSoundFont(fontMap[fontId]);
relocInfo.sampleBankId1 = sf->sampleBankId1;
relocInfo.sampleBankId2 = sf->sampleBankId2;
/*
if (relocInfo.sampleBankId1 != 0xFF) {
relocInfo.sampleBankId1 = AudioLoad_GetRealTableIndex(SAMPLE_TABLE, relocInfo.sampleBankId1);
relocInfo.medium1 = sampleBankTable->entries[relocInfo.sampleBankId1].medium;
}
if (relocInfo.sampleBankId2 != 0xFF) {
relocInfo.sampleBankId2 = AudioLoad_GetRealTableIndex(SAMPLE_TABLE, relocInfo.sampleBankId2);
relocInfo.medium2 = sampleBankTable->entries[relocInfo.sampleBankId2].medium;
}
*/
AudioLoad_PreloadSamplesForFont(fontId, false, &relocInfo);
}
}
}
void AudioLoad_Unused3(void) {
}
void AudioLoad_Unused4(void) {
}
void AudioLoad_Unused5(void) {
}
void AudioLoad_ScriptLoad(s32 tableType, s32 id, s8* isDone) {
static u32 sLoadIndex = 0;
sScriptLoadDonePointers[sLoadIndex] = isDone;
AudioLoad_AsyncLoad(tableType, id, 0, sLoadIndex, &sScriptLoadQueue);
sLoadIndex++;
if (sLoadIndex == 0x10) {
sLoadIndex = 0;
}
}
void AudioLoad_ProcessScriptLoads(void) {
u32 temp;
u32 sp20;
s8* isDone;
if (osRecvMesg(&sScriptLoadQueue, (OSMesg*)&sp20, OS_MESG_NOBLOCK) != -1) {
temp = sp20 >> 24;
isDone = sScriptLoadDonePointers[temp];
if (isDone != NULL) {
*isDone = 0;
}
}
}
void AudioLoad_InitScriptLoads(void) {
osCreateMesgQueue(&sScriptLoadQueue, sScriptLoadMesgBuf, ARRAY_COUNT(sScriptLoadMesgBuf));
}