Shipwright/soh/src/code/audio_seqplayer.c

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#include <stdlib.h>
#include <libultraship/libultra.h>
#include "global.h"
#include "soh/Enhancements/audio/AudioEditor.h"
extern char** sequenceMap;
2022-06-10 13:37:50 -04:00
#define PORTAMENTO_IS_SPECIAL(x) ((x).mode & 0x80)
#define PORTAMENTO_MODE(x) ((x).mode & ~0x80)
#define PORTAMENTO_MODE_1 1
#define PORTAMENTO_MODE_2 2
#define PORTAMENTO_MODE_3 3
#define PORTAMENTO_MODE_4 4
#define PORTAMENTO_MODE_5 5
u8 AudioSeq_ScriptReadU8(SeqScriptState* state);
s16 AudioSeq_ScriptReadS16(SeqScriptState* state);
u16 AudioSeq_ScriptReadCompressedU16(SeqScriptState* state);
u8 AudioSeq_GetInstrument(SequenceChannel* channel, u8 instId, Instrument** instOut, AdsrSettings* adsr);
u8 D_80130520[] = {
0x81, 0x00, 0x81, 0x01, 0x00, 0x00, 0x00, 0x81, 0x01, 0x01, 0x01, 0x42, 0x81, 0xC2, 0x00, 0x00,
0x00, 0x01, 0x81, 0x00, 0x00, 0x00, 0x01, 0x42, 0x01, 0x01, 0x01, 0x81, 0x01, 0x01, 0x81, 0x81,
0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x81, 0x01, 0x01, 0x01, 0x81, 0x01,
0x01, 0x03, 0x03, 0x01, 0x00, 0x01, 0x01, 0x81, 0x03, 0x01, 0x00, 0x02, 0x00, 0x01, 0x01, 0x82,
0x00, 0x01, 0x01, 0x01, 0x01, 0x81, 0x00, 0x00, 0x01, 0x81, 0x81, 0x81, 0x81, 0x00, 0x00, 0x00,
};
u16 AudioSeq_GetScriptControlFlowArgument(SeqScriptState* state, u8 arg1) {
u8 temp_v0 = D_80130520[arg1 - 0xB0];
u8 loBits = temp_v0 & 3;
u16 ret = 0;
if (loBits == 1) {
if ((temp_v0 & 0x80) == 0) {
ret = AudioSeq_ScriptReadU8(state);
} else {
ret = AudioSeq_ScriptReadS16(state);
}
}
return ret;
}
s32 AudioSeq_HandleScriptFlowControl(SequencePlayer* seqPlayer, SeqScriptState* state, s32 cmd, s32 arg) {
switch (cmd) {
case 0xFF:
if (state->depth == 0) {
return -1;
}
state->pc = state->stack[--state->depth];
break;
case 0xFD:
return AudioSeq_ScriptReadCompressedU16(state);
case 0xFE:
return 1;
case 0xFC:
state->stack[state->depth++] = state->pc;
state->pc = seqPlayer->seqData + (u16)arg;
break;
case 0xF8:
state->remLoopIters[state->depth] = arg;
state->stack[state->depth++] = state->pc;
break;
case 0xF7:
state->remLoopIters[state->depth - 1]--;
if (state->remLoopIters[state->depth - 1] != 0) {
state->pc = state->stack[state->depth - 1];
} else {
state->depth--;
}
break;
case 0xF6:
state->depth--;
break;
case 0xF5:
case 0xF9:
case 0xFA:
case 0xFB:
if (cmd == 0xFA && state->value != 0) {
break;
}
if (cmd == 0xF9 && state->value >= 0) {
break;
}
if (cmd == 0xF5 && state->value < 0) {
break;
}
state->pc = seqPlayer->seqData + (u16)arg;
break;
case 0xF2:
case 0xF3:
case 0xF4:
if (cmd == 0xF3 && state->value != 0) {
break;
}
if (cmd == 0xF2 && state->value >= 0) {
break;
}
state->pc += (s8)(arg & 0xFF);
break;
}
return 0;
}
void AudioSeq_InitSequenceChannel(SequenceChannel* channel) {
s32 i;
if (channel == &gAudioContext.sequenceChannelNone) {
return;
}
channel->enabled = false;
channel->finished = false;
channel->stopScript = false;
channel->stopSomething2 = false;
channel->hasInstrument = false;
channel->stereoHeadsetEffects = false;
channel->transposition = 0;
channel->largeNotes = false;
channel->bookOffset = 0;
channel->stereo.asByte = 0;
channel->changes.asByte = 0xFF;
channel->scriptState.depth = 0;
channel->newPan = 0x40;
channel->panChannelWeight = 0x80;
channel->velocityRandomVariance = 0;
channel->gateTimeRandomVariance = 0;
channel->noteUnused = NULL;
channel->reverbIndex = 0;
channel->reverb = 0;
channel->unk_0C = 0;
channel->notePriority = 3;
channel->someOtherPriority = 1;
channel->delay = 0;
channel->adsr.envelope = gDefaultEnvelope;
channel->adsr.releaseRate = 0xF0;
channel->adsr.sustain = 0;
channel->vibratoRateTarget = 0x800;
channel->vibratoRateStart = 0x800;
channel->vibratoExtentTarget = 0;
channel->vibratoExtentStart = 0;
channel->vibratoRateChangeDelay = 0;
channel->vibratoExtentChangeDelay = 0;
channel->vibratoDelay = 0;
channel->filter = NULL;
channel->unk_20 = 0;
channel->unk_0F = 0;
channel->volume = 1.0f;
channel->volumeScale = 1.0f;
channel->freqScale = 1.0f;
for (i = 0; i < 8; i++) {
channel->soundScriptIO[i] = -1;
}
channel->unused = false;
Audio_InitNoteLists(&channel->notePool);
}
s32 AudioSeq_SeqChannelSetLayer(SequenceChannel* channel, s32 layerIdx) {
SequenceLayer* layer;
if (channel->layers[layerIdx] == NULL) {
SequenceLayer* layer;
layer = AudioSeq_AudioListPopBack(&gAudioContext.layerFreeList);
channel->layers[layerIdx] = layer;
if (layer == NULL) {
channel->layers[layerIdx] = NULL;
return -1;
}
} else {
Audio_SeqLayerNoteDecay(channel->layers[layerIdx]);
}
layer = channel->layers[layerIdx];
layer->channel = channel;
layer->adsr = channel->adsr;
layer->adsr.releaseRate = 0;
layer->enabled = true;
layer->finished = false;
layer->stopSomething = false;
layer->continuousNotes = false;
layer->bit3 = false;
layer->ignoreDrumPan = false;
layer->bit1 = false;
layer->notePropertiesNeedInit = false;
layer->stereo.asByte = 0;
layer->portamento.mode = 0;
layer->scriptState.depth = 0;
layer->gateTime = 0x80;
layer->pan = 0x40;
layer->transposition = 0;
layer->delay = 0;
layer->gateDelay = 0;
layer->delay2 = 0;
layer->note = NULL;
layer->instrument = NULL;
layer->freqScale = 1.0f;
layer->unk_34 = 1.0f;
layer->velocitySquare2 = 0.0f;
layer->instOrWave = 0xFF;
return 0;
}
void AudioSeq_SeqLayerDisable(SequenceLayer* layer) {
if (layer != NULL) {
if (layer->channel != &gAudioContext.sequenceChannelNone && layer->channel->seqPlayer->finished == 1) {
Audio_SeqLayerNoteRelease(layer);
} else {
Audio_SeqLayerNoteDecay(layer);
}
layer->enabled = false;
layer->finished = true;
}
}
void AudioSeq_SeqLayerFree(SequenceChannel* channel, s32 layerIdx) {
SequenceLayer* layer = channel->layers[layerIdx];
if (layer != NULL) {
AudioSeq_AudioListPushBack(&gAudioContext.layerFreeList, &layer->listItem);
AudioSeq_SeqLayerDisable(layer);
channel->layers[layerIdx] = NULL;
}
}
void AudioSeq_SequenceChannelDisable(SequenceChannel* channel) {
s32 i;
for (i = 0; i < 4; i++) {
AudioSeq_SeqLayerFree(channel, i);
}
Audio_NotePoolClear(&channel->notePool);
channel->enabled = false;
channel->finished = true;
}
void AudioSeq_SequencePlayerSetupChannels(SequencePlayer* seqPlayer, u16 channelBits) {
SequenceChannel* channel;
s32 i;
for (i = 0; i < 0x10; i++) {
if (channelBits & 1) {
channel = seqPlayer->channels[i];
channel->fontId = seqPlayer->defaultFont;
channel->muteBehavior = seqPlayer->muteBehavior;
channel->noteAllocPolicy = seqPlayer->noteAllocPolicy;
}
channelBits = channelBits >> 1;
}
}
void AudioSeq_SequencePlayerDisableChannels(SequencePlayer* seqPlayer, u16 channelBitsUnused) {
SequenceChannel* channel;
s32 i;
for (i = 0; i < 0x10; i++) {
channel = seqPlayer->channels[i];
if (IS_SEQUENCE_CHANNEL_VALID(channel) == 1) {
AudioSeq_SequenceChannelDisable(channel);
}
}
}
void AudioSeq_SequenceChannelEnable(SequencePlayer* seqPlayer, u8 channelIdx, void* script) {
SequenceChannel* channel = seqPlayer->channels[channelIdx];
s32 i;
channel->enabled = true;
channel->finished = false;
channel->scriptState.depth = 0;
channel->scriptState.pc = script;
channel->delay = 0;
for (i = 0; i < 4; i++) {
if (channel->layers[i] != NULL) {
AudioSeq_SeqLayerFree(channel, i);
}
}
}
void AudioSeq_SequencePlayerDisableAsFinished(SequencePlayer* seqPlayer) {
seqPlayer->finished = true;
AudioSeq_SequencePlayerDisable(seqPlayer);
}
void AudioSeq_SequencePlayerDisable(SequencePlayer* seqPlayer) {
AudioSeq_SequencePlayerDisableChannels(seqPlayer, 0xFFFF);
Audio_NotePoolClear(&seqPlayer->notePool);
if (!seqPlayer->enabled) {
return;
}
seqPlayer->enabled = false;
seqPlayer->finished = true;
if (AudioLoad_IsSeqLoadComplete(seqPlayer->seqId)) {
AudioLoad_SetSeqLoadStatus(seqPlayer->seqId, 3);
}
if (AudioLoad_IsFontLoadComplete(seqPlayer->defaultFont)) {
AudioLoad_SetFontLoadStatus(seqPlayer->defaultFont, 4);
}
if (seqPlayer->defaultFont == gAudioContext.fontCache.temporary.entries[0].id) {
gAudioContext.fontCache.temporary.nextSide = 0;
} else if (seqPlayer->defaultFont == gAudioContext.fontCache.temporary.entries[1].id) {
gAudioContext.fontCache.temporary.nextSide = 1;
}
}
void AudioSeq_AudioListPushBack(AudioListItem* list, AudioListItem* item) {
if (item->prev == NULL) {
list->prev->next = item;
item->prev = list->prev;
item->next = list;
list->prev = item;
list->u.count++;
item->pool = list->pool;
}
}
void* AudioSeq_AudioListPopBack(AudioListItem* list) {
AudioListItem* item = list->prev;
if (item == list) {
return NULL;
}
item->prev->next = list;
list->prev = item->prev;
item->prev = NULL;
list->u.count--;
return item->u.value;
}
void AudioSeq_InitLayerFreelist(void) {
s32 i;
gAudioContext.layerFreeList.prev = &gAudioContext.layerFreeList;
gAudioContext.layerFreeList.next = &gAudioContext.layerFreeList;
gAudioContext.layerFreeList.u.count = 0;
gAudioContext.layerFreeList.pool = NULL;
for (i = 0; i < ARRAY_COUNT(gAudioContext.sequenceLayers); i++) {
gAudioContext.sequenceLayers[i].listItem.u.value = &gAudioContext.sequenceLayers[i];
gAudioContext.sequenceLayers[i].listItem.prev = NULL;
AudioSeq_AudioListPushBack(&gAudioContext.layerFreeList, &gAudioContext.sequenceLayers[i].listItem);
}
}
u8 AudioSeq_ScriptReadU8(SeqScriptState* state) {
return *(state->pc++);
}
s16 AudioSeq_ScriptReadS16(SeqScriptState* state) {
s16 ret = *(state->pc++) << 8;
ret = *(state->pc++) | ret;
return ret;
}
u16 AudioSeq_ScriptReadCompressedU16(SeqScriptState* state) {
u16 ret = *(state->pc++);
if (ret & 0x80) {
ret = (ret << 8) & 0x7F00;
ret = *(state->pc++) | ret;
}
return ret;
}
void AudioSeq_SeqLayerProcessScriptStep1(SequenceLayer* layer);
s32 AudioSeq_SeqLayerProcessScriptStep2(SequenceLayer* layer);
s32 AudioSeq_SeqLayerProcessScriptStep3(SequenceLayer* layer, s32 cmd);
s32 AudioSeq_SeqLayerProcessScriptStep4(SequenceLayer* layer, s32 cmd);
s32 AudioSeq_SeqLayerProcessScriptStep5(SequenceLayer* layer, s32 sameSound);
void AudioSeq_SeqLayerProcessScript(SequenceLayer* layer) {
s32 val;
if (!layer->enabled) {
return;
}
if (layer->delay > 1) {
layer->delay--;
if (!layer->stopSomething && layer->delay <= layer->gateDelay) {
Audio_SeqLayerNoteDecay(layer);
layer->stopSomething = true;
}
return;
}
AudioSeq_SeqLayerProcessScriptStep1(layer);
val = AudioSeq_SeqLayerProcessScriptStep2(layer);
if (val == -1) {
return;
}
val = AudioSeq_SeqLayerProcessScriptStep3(layer, val);
if (val != -1) {
val = AudioSeq_SeqLayerProcessScriptStep4(layer, val);
}
if (val != -1) {
AudioSeq_SeqLayerProcessScriptStep5(layer, val);
}
if (layer->stopSomething == true) {
if ((layer->note != NULL) || layer->continuousNotes) {
Audio_SeqLayerNoteDecay(layer);
}
}
}
void AudioSeq_SeqLayerProcessScriptStep1(SequenceLayer* layer) {
if (!layer->continuousNotes) {
Audio_SeqLayerNoteDecay(layer);
} else if (layer->note != NULL && layer->note->playbackState.wantedParentLayer == layer) {
Audio_SeqLayerNoteDecay(layer);
}
if (PORTAMENTO_MODE(layer->portamento) == PORTAMENTO_MODE_1 ||
PORTAMENTO_MODE(layer->portamento) == PORTAMENTO_MODE_2) {
layer->portamento.mode = 0;
}
layer->notePropertiesNeedInit = true;
}
s32 AudioSeq_SeqLayerProcessScriptStep5(SequenceLayer* layer, s32 sameSound) {
if (!layer->stopSomething && layer->sound != NULL && layer->sound->sample->codec == CODEC_S16_INMEMORY &&
layer->sound->sample->medium != MEDIUM_RAM) {
layer->stopSomething = true;
return -1;
}
if (layer->continuousNotes == true && layer->bit1 == 1) {
return 0;
}
if (layer->continuousNotes == true && layer->note != NULL && layer->bit3 && sameSound == true &&
layer->note->playbackState.parentLayer == layer) {
if (layer->sound == NULL) {
Audio_InitSyntheticWave(layer->note, layer);
}
} else {
if (sameSound == false) {
Audio_SeqLayerNoteDecay(layer);
}
layer->note = Audio_AllocNote(layer);
if (layer->note != NULL && layer->note->playbackState.parentLayer == layer) {
Audio_NoteVibratoInit(layer->note);
}
}
if (layer->note != NULL && layer->note->playbackState.parentLayer == layer) {
Note* note = layer->note;
Audio_NotePortamentoInit(note);
}
return 0;
}
s32 AudioSeq_SeqLayerProcessScriptStep2(SequenceLayer* layer) {
SequenceChannel* channel = layer->channel;
SeqScriptState* state = &layer->scriptState;
SequencePlayer* seqPlayer = channel->seqPlayer;
u16 sp3A;
u8 cmd;
for (;;) {
cmd = AudioSeq_ScriptReadU8(state);
if (cmd < 0xC1) {
return cmd;
}
if (cmd >= 0xF2) {
u16 arg = AudioSeq_GetScriptControlFlowArgument(state, cmd);
if (AudioSeq_HandleScriptFlowControl(seqPlayer, state, cmd, arg) == 0) {
continue;
}
AudioSeq_SeqLayerDisable(layer);
return -1;
}
switch (cmd) {
case 0xC1: // layer_setshortnotevelocity
case 0xCA: // layer_setpan
{
u8 tempByte = *(state->pc++);
if (cmd == 0xC1) {
layer->velocitySquare = (f32)(tempByte * tempByte) / 16129.0f;
} else {
layer->pan = tempByte;
}
break;
}
case 0xC9: // layer_setshortnotegatetime
case 0xC2: // layer_transpose; set transposition in semitones
{
u8 tempByte = *(state->pc++);
if (cmd == 0xC9) {
layer->gateTime = tempByte;
} else {
layer->transposition = tempByte;
}
break;
}
case 0xC4: // layer_continuousnoteson
case 0xC5: // layer_continuousnotesoff
if (cmd == 0xC4) {
layer->continuousNotes = true;
} else {
layer->continuousNotes = false;
}
layer->bit1 = false;
Audio_SeqLayerNoteDecay(layer);
break;
case 0xC3: // layer_setshortnotedefaultdelay
sp3A = AudioSeq_ScriptReadCompressedU16(state);
layer->shortNoteDefaultDelay = sp3A;
break;
case 0xC6: // layer_setinstr
cmd = AudioSeq_ScriptReadU8(state);
if (cmd >= 0x7E) {
if (cmd == 0x7E) {
layer->instOrWave = 1;
} else if (cmd == 0x7F) {
layer->instOrWave = 0;
} else {
layer->instOrWave = cmd;
layer->instrument = NULL;
}
if (cmd == 0xFF) {
layer->adsr.releaseRate = 0;
}
break;
}
if ((layer->instOrWave = AudioSeq_GetInstrument(channel, cmd, &layer->instrument, &layer->adsr)) == 0) {
layer->instOrWave = 0xFF;
}
break;
case 0xC7: // layer_portamento
layer->portamento.mode = AudioSeq_ScriptReadU8(state);
cmd = AudioSeq_ScriptReadU8(state);
cmd += channel->transposition;
cmd += layer->transposition;
cmd += seqPlayer->transposition;
if (cmd >= 0x80) {
cmd = 0;
}
layer->portamentoTargetNote = cmd;
// If special, the next param is u8 instead of var
if (PORTAMENTO_IS_SPECIAL(layer->portamento)) {
layer->portamentoTime = *(state->pc++);
break;
}
sp3A = AudioSeq_ScriptReadCompressedU16(state);
layer->portamentoTime = sp3A;
break;
case 0xC8: // layer_disableportamento
layer->portamento.mode = 0;
break;
case 0xCB:
sp3A = AudioSeq_ScriptReadS16(state);
layer->adsr.envelope = (AdsrEnvelope*)(seqPlayer->seqData + sp3A);
// fallthrough
case 0xCF:
layer->adsr.releaseRate = AudioSeq_ScriptReadU8(state);
break;
case 0xCC:
layer->ignoreDrumPan = true;
break;
case 0xCD:
layer->stereo.asByte = AudioSeq_ScriptReadU8(state);
break;
case 0xCE: {
u8 tempByte = AudioSeq_ScriptReadU8(state);
layer->unk_34 = gBendPitchTwoSemitonesFrequencies[(tempByte + 0x80) & 0xFF];
break;
}
default:
switch (cmd & 0xF0) {
case 0xD0: // layer_setshortnotevelocityfromtable
sp3A = seqPlayer->shortNoteVelocityTable[cmd & 0xF];
layer->velocitySquare = (f32)(sp3A * sp3A) / 16129.0f;
break;
case 0xE0: // layer_setshortnotegatetimefromtable
layer->gateTime = (u8)seqPlayer->shortNoteGateTimeTable[cmd & 0xF];
break;
}
}
}
}
s32 AudioSeq_SeqLayerProcessScriptStep4(SequenceLayer* layer, s32 cmd) {
s32 sameSound = true;
s32 instOrWave;
s32 speed;
f32 temp_f14;
f32 temp_f2;
Portamento* portamento;
f32 freqScale;
f32 freqScale2;
SoundFontSound* sound;
Instrument* instrument;
Drum* drum;
s32 pad;
SequenceChannel* channel;
SequencePlayer* seqPlayer;
u8 semitone = cmd;
u16 sfxId;
s32 semitone2;
s32 vel;
f32 time;
f32 tuning;
instOrWave = layer->instOrWave;
channel = layer->channel;
seqPlayer = channel->seqPlayer;
if (instOrWave == 0xFF) {
if (!channel->hasInstrument) {
return -1;
}
instOrWave = channel->instOrWave;
}
switch (instOrWave) {
case 0:
semitone += channel->transposition + layer->transposition;
layer->semitone = semitone;
drum = Audio_GetDrum(channel->fontId, semitone);
if (drum == NULL) {
layer->stopSomething = true;
layer->delay2 = layer->delay;
return -1;
}
sound = &drum->sound;
layer->adsr.envelope = drum->envelope;
layer->adsr.releaseRate = (u8)drum->releaseRate;
if (!layer->ignoreDrumPan) {
layer->pan = drum->pan;
}
layer->sound = sound;
layer->freqScale = sound->tuning;
break;
case 1:
layer->semitone = semitone;
sfxId = (layer->transposition << 6) + semitone;
sound = Audio_GetSfx(channel->fontId, sfxId);
if (sound == NULL) {
layer->stopSomething = true;
layer->delay2 = layer->delay + 1;
return -1;
}
layer->sound = sound;
layer->freqScale = sound->tuning;
break;
default:
semitone += seqPlayer->transposition + channel->transposition + layer->transposition;
semitone2 = semitone;
layer->semitone = semitone;
if (semitone >= 0x80) {
layer->stopSomething = true;
return -1;
}
if (layer->instOrWave == 0xFF) {
instrument = channel->instrument;
} else {
instrument = layer->instrument;
}
if (layer->portamento.mode != 0) {
portamento = &layer->portamento;
vel = (semitone > layer->portamentoTargetNote) ? semitone : layer->portamentoTargetNote;
if (instrument != NULL) {
sound = Audio_InstrumentGetSound(instrument, vel);
sameSound = (layer->sound == sound);
layer->sound = sound;
tuning = sound->tuning;
} else {
layer->sound = NULL;
tuning = 1.0f;
if (instOrWave >= 0xC0) {
layer->sound = &gAudioContext.synthesisReverbs[instOrWave - 0xC0].sound;
}
}
temp_f2 = gNoteFrequencies[semitone2] * tuning;
temp_f14 = gNoteFrequencies[layer->portamentoTargetNote] * tuning;
switch (PORTAMENTO_MODE(*portamento)) {
case PORTAMENTO_MODE_1:
case PORTAMENTO_MODE_3:
case PORTAMENTO_MODE_5:
freqScale2 = temp_f2;
freqScale = temp_f14;
break;
case PORTAMENTO_MODE_2:
case PORTAMENTO_MODE_4:
freqScale = temp_f2;
freqScale2 = temp_f14;
break;
default:
freqScale = temp_f2;
freqScale2 = temp_f2;
break;
}
portamento->extent = (freqScale2 / freqScale) - 1.0f;
if (PORTAMENTO_IS_SPECIAL(*portamento)) {
speed = seqPlayer->tempo * 0x8000 / gAudioContext.tempoInternalToExternal;
if (layer->delay != 0) {
speed = speed * 0x100 / (layer->delay * layer->portamentoTime);
}
} else {
speed = 0x20000 / (layer->portamentoTime * gAudioContext.audioBufferParameters.updatesPerFrame);
}
if (speed >= 0x7FFF) {
speed = 0x7FFF;
} else if (speed < 1) {
speed = 1;
}
portamento->speed = speed;
portamento->cur = 0;
layer->freqScale = freqScale;
if (PORTAMENTO_MODE(*portamento) == PORTAMENTO_MODE_5) {
layer->portamentoTargetNote = semitone;
}
break;
}
if (instrument != NULL) {
sound = Audio_InstrumentGetSound(instrument, semitone);
sameSound = (sound == layer->sound);
layer->sound = sound;
layer->freqScale = gNoteFrequencies[semitone2] * sound->tuning;
} else {
layer->sound = NULL;
layer->freqScale = gNoteFrequencies[semitone2];
if (instOrWave >= 0xC0) {
layer->sound = &gAudioContext.synthesisReverbs[instOrWave - 0xC0].sound;
}
}
break;
}
layer->delay2 = layer->delay;
layer->freqScale *= layer->unk_34;
if (layer->delay == 0) {
if (layer->sound != NULL) {
time = (f32)layer->sound->sample->loop->end;
} else {
time = 0.0f;
}
time *= seqPlayer->tempo;
time *= gAudioContext.unk_2870;
time /= layer->freqScale;
if (time > 32766.0f) {
time = 32766.0f;
}
layer->gateDelay = 0;
layer->delay = (u16)(s32)time + 1;
if (layer->portamento.mode != 0) {
// (It's a bit unclear if 'portamento' has actually always been
// set when this is reached...)
if (PORTAMENTO_IS_SPECIAL(*portamento)) {
s32 speed2;
speed2 = seqPlayer->tempo * 0x8000 / gAudioContext.tempoInternalToExternal;
speed2 = speed2 * 0x100 / (layer->delay * layer->portamentoTime);
if (speed2 >= 0x7FFF) {
speed2 = 0x7FFF;
} else if (speed2 < 1) {
speed2 = 1;
}
portamento->speed = speed2;
}
}
}
return sameSound;
}
s32 AudioSeq_SeqLayerProcessScriptStep3(SequenceLayer* layer, s32 cmd) {
SeqScriptState* state = &layer->scriptState;
u16 delay;
s32 velocity;
SequenceChannel* channel = layer->channel;
SequencePlayer* seqPlayer = channel->seqPlayer;
s32 intDelta;
f32 floatDelta;
if (cmd == 0xC0) {
layer->delay = AudioSeq_ScriptReadCompressedU16(state);
layer->stopSomething = true;
layer->bit1 = false;
return -1;
}
layer->stopSomething = false;
if (channel->largeNotes == 1) {
switch (cmd & 0xC0) {
case 0x00:
delay = AudioSeq_ScriptReadCompressedU16(state);
velocity = *(state->pc++);
layer->gateTime = *(state->pc++);
layer->lastDelay = delay;
break;
case 0x40:
delay = AudioSeq_ScriptReadCompressedU16(state);
velocity = *(state->pc++);
layer->gateTime = 0;
layer->lastDelay = delay;
break;
case 0x80:
delay = layer->lastDelay;
velocity = *(state->pc++);
layer->gateTime = *(state->pc++);
break;
}
if (velocity > 0x7F || velocity < 0) {
velocity = 0x7F;
}
layer->velocitySquare = (f32)velocity * (f32)velocity / 16129.0f;
cmd -= (cmd & 0xC0);
} else {
switch (cmd & 0xC0) {
case 0x00:
delay = AudioSeq_ScriptReadCompressedU16(state);
layer->lastDelay = delay;
break;
case 0x40:
delay = layer->shortNoteDefaultDelay;
break;
case 0x80:
delay = layer->lastDelay;
break;
}
cmd -= (cmd & 0xC0);
}
if (channel->velocityRandomVariance != 0) {
floatDelta =
layer->velocitySquare * (f32)(gAudioContext.audioRandom % channel->velocityRandomVariance) / 100.0f;
if ((gAudioContext.audioRandom & 0x8000) != 0) {
floatDelta = -floatDelta;
}
layer->velocitySquare2 = layer->velocitySquare + floatDelta;
if (layer->velocitySquare2 < 0.0f) {
layer->velocitySquare2 = 0.0f;
} else if (layer->velocitySquare2 > 1.0f) {
layer->velocitySquare2 = 1.0f;
}
} else {
layer->velocitySquare2 = layer->velocitySquare;
}
layer->delay = delay;
layer->gateDelay = (layer->gateTime * delay) >> 8;
if (channel->gateTimeRandomVariance != 0) {
//! @bug should probably be gateTimeRandomVariance
intDelta = (layer->gateDelay * (gAudioContext.audioRandom % channel->velocityRandomVariance)) / 100;
if ((gAudioContext.audioRandom & 0x4000) != 0) {
intDelta = -intDelta;
}
layer->gateDelay += intDelta;
if (layer->gateDelay < 0) {
layer->gateDelay = 0;
} else if (layer->gateDelay > layer->delay) {
layer->gateDelay = layer->delay;
}
}
if ((seqPlayer->muted && (channel->muteBehavior & (0x40 | 0x10)) != 0) || channel->stopSomething2) {
layer->stopSomething = true;
return -1;
}
if (seqPlayer->skipTicks != 0) {
layer->stopSomething = true;
return -1;
}
return cmd;
}
void AudioSeq_SetChannelPriorities(SequenceChannel* channel, u8 arg1) {
if ((arg1 & 0xF) != 0) {
channel->notePriority = arg1 & 0xF;
}
arg1 = arg1 >> 4;
if (arg1 != 0) {
channel->someOtherPriority = arg1;
}
}
u8 AudioSeq_GetInstrument(SequenceChannel* channel, u8 instId, Instrument** instOut, AdsrSettings* adsr) {
Instrument* inst = Audio_GetInstrumentInner(channel->fontId, instId);
if (inst == NULL) {
*instOut = NULL;
return 0;
}
2022-06-13 12:41:43 -04:00
if (inst->envelope != NULL)
{
adsr->envelope = inst->envelope;
adsr->releaseRate = (inst->releaseRate);
}
else {
adsr->envelope = gDefaultEnvelope;
}
*instOut = inst;
instId += 2;
return instId;
}
void AudioSeq_SetInstrument(SequenceChannel* channel, u8 instId) {
if (instId >= 0x80) {
channel->instOrWave = instId;
channel->instrument = NULL;
} else if (instId == 0x7F) {
channel->instOrWave = 0;
channel->instrument = (Instrument*)1;
} else if (instId == 0x7E) {
channel->instOrWave = 1;
channel->instrument = (Instrument*)2;
} else if ((channel->instOrWave = AudioSeq_GetInstrument(channel, instId, &channel->instrument, &channel->adsr)) ==
0) {
channel->hasInstrument = false;
return;
}
channel->hasInstrument = true;
}
void AudioSeq_SequenceChannelSetVolume(SequenceChannel* channel, u8 volume) {
channel->volume = (f32)(s32)volume / 127.0f;
}
void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
s32 i;
u8* data;
u8* test;
SequencePlayer* seqPlayer;
if (channel->stopScript) {
goto exit_loop;
}
seqPlayer = channel->seqPlayer;
if (seqPlayer->muted && (channel->muteBehavior & 0x80)) {
return;
}
if (channel->delay >= 2) {
channel->delay--;
goto exit_loop;
}
while (true) {
SeqScriptState* scriptState = &channel->scriptState;
s32 param;
s16 pad1;
u16 offset;
u32 parameters[3];
s8 signedParam;
u8 command = AudioSeq_ScriptReadU8(scriptState);
u8 lowBits;
u8 highBits;
s32 result;
s32 pad2;
if (command >= 0xB0) {
highBits = D_80130520[(s32)command - 0xB0];
lowBits = highBits & 3;
for (i = 0; i < lowBits; i++, highBits <<= 1) {
if (!(highBits & 0x80)) {
parameters[i] = AudioSeq_ScriptReadU8(scriptState);
} else {
parameters[i] = AudioSeq_ScriptReadS16(scriptState);
}
}
if (command >= 0xF2) {
result = AudioSeq_HandleScriptFlowControl(seqPlayer, scriptState, command, parameters[0]);
if (result != 0) {
if (result == -1) {
AudioSeq_SequenceChannelDisable(channel);
} else {
channel->delay = result;
}
break;
}
} else {
switch (command) {
case 0xEA:
channel->stopScript = true;
goto exit_loop;
case 0xF1:
Audio_NotePoolClear(&channel->notePool);
command = (u8)parameters[0];
Audio_NotePoolFill(&channel->notePool, command);
break;
case 0xF0:
Audio_NotePoolClear(&channel->notePool);
break;
case 0xC2:
offset = (u16)parameters[0];
channel->dynTable = (void*)&seqPlayer->seqData[offset];
break;
case 0xC5:
if (scriptState->value != -1) {
data = (*channel->dynTable)[scriptState->value];
offset = (u16)((data[0] << 8) + data[1]);
channel->dynTable = (void*)&seqPlayer->seqData[offset];
}
break;
case 0xEB:
result = (u8)parameters[0];
command = (u8)parameters[0];
if (seqPlayer->defaultFont != 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[seqPlayer->playerIdx]) {
seqPlayer->seqId = gAudioContext.seqToPlay[seqPlayer->playerIdx];
gAudioContext.seqReplaced[seqPlayer->playerIdx] = 0;
}
u16 seqId = AudioEditor_GetReplacementSeq(seqPlayer->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
SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
command = sDat.fonts[sDat.numFonts - result - 1];
}
if (AudioHeap_SearchCaches(FONT_TABLE, CACHE_EITHER, command))
{
channel->fontId = command;
}
parameters[0] = parameters[1];
// NOTE: Intentional fallthrough
case 0xC1:
command = (u8)parameters[0];
AudioSeq_SetInstrument(channel, command);
break;
case 0xC3:
channel->largeNotes = false;
break;
case 0xC4:
channel->largeNotes = true;
break;
case 0xDF:
command = (u8)parameters[0];
AudioSeq_SequenceChannelSetVolume(channel, command);
channel->changes.s.volume = true;
break;
case 0xE0:
command = (u8)parameters[0];
channel->volumeScale = (f32)(s32)command / 128.0f;
channel->changes.s.volume = true;
break;
case 0xDE:
offset = (u16)parameters[0];
channel->freqScale = (f32)(s32)offset / 32768.0f;
channel->changes.s.freqScale = true;
break;
case 0xD3:
command = (u8)parameters[0];
command += 0x80;
channel->freqScale = gBendPitchOneOctaveFrequencies[command];
channel->changes.s.freqScale = true;
break;
case 0xEE:
command = (u8)parameters[0];
command += 0x80;
channel->freqScale = gBendPitchTwoSemitonesFrequencies[command];
channel->changes.s.freqScale = true;
break;
case 0xDD:
command = (u8)parameters[0];
channel->newPan = command;
channel->changes.s.pan = true;
break;
case 0xDC:
command = (u8)parameters[0];
channel->panChannelWeight = command;
channel->changes.s.pan = true;
break;
case 0xDB:
signedParam = (s8)parameters[0];
channel->transposition = signedParam;
break;
case 0xDA:
offset = (u16)parameters[0];
channel->adsr.envelope = (AdsrEnvelope*)&seqPlayer->seqData[offset];
break;
case 0xD9:
command = (u8)parameters[0];
channel->adsr.releaseRate = command;
break;
case 0xD8:
command = (u8)parameters[0];
channel->vibratoExtentTarget = command * 8;
channel->vibratoExtentStart = 0;
channel->vibratoExtentChangeDelay = 0;
break;
case 0xD7:
command = (u8)parameters[0];
channel->vibratoRateChangeDelay = 0;
channel->vibratoRateTarget = command * 32;
channel->vibratoRateStart = command * 32;
break;
case 0xE2:
command = (u8)parameters[0];
channel->vibratoExtentStart = command * 8;
command = (u8)parameters[1];
channel->vibratoExtentTarget = command * 8;
command = (u8)parameters[2];
channel->vibratoExtentChangeDelay = command * 16;
break;
case 0xE1:
command = (u8)parameters[0];
channel->vibratoRateStart = command * 32;
command = (u8)parameters[1];
channel->vibratoRateTarget = command * 32;
command = (u8)parameters[2];
channel->vibratoRateChangeDelay = command * 16;
break;
case 0xE3:
command = (u8)parameters[0];
channel->vibratoDelay = command * 16;
break;
case 0xD4:
command = (u8)parameters[0];
channel->reverb = command;
break;
case 0xC6:
result = (u8)parameters[0];
command = (u8)parameters[0];
if (seqPlayer->defaultFont != 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[seqPlayer->playerIdx]) {
seqPlayer->seqId = gAudioContext.seqToPlay[seqPlayer->playerIdx];
gAudioContext.seqReplaced[seqPlayer->playerIdx] = 0;
}
u16 seqId = AudioEditor_GetReplacementSeq(seqPlayer->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
SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
2022-07-13 21:26:44 -04:00
// The game apparantely would sometimes do negative array lookups, the result of which would get rejected by AudioHeap_SearchCaches, never
// changing the actual fontid.
if (result > sDat.numFonts)
break;
command = sDat.fonts[(sDat.numFonts - result - 1)];
}
if (AudioHeap_SearchCaches(FONT_TABLE, CACHE_EITHER, command))
{
channel->fontId = command;
}
break;
case 0xC7:
command = (u8)parameters[0];
offset = (u16)parameters[1];
test = &seqPlayer->seqData[offset];
test[0] = (u8)scriptState->value + command;
break;
case 0xC8:
case 0xCC:
case 0xC9:
signedParam = (s8)parameters[0];
if (command == 0xC8) {
scriptState->value -= signedParam;
} else if (command == 0xCC) {
scriptState->value = signedParam;
} else {
scriptState->value &= signedParam;
}
break;
case 0xCD:
command = (u8)parameters[0];
AudioSeq_SequenceChannelDisable(seqPlayer->channels[command]);
break;
case 0xCA:
command = (u8)parameters[0];
channel->muteBehavior = command;
channel->changes.s.volume = true;
break;
case 0xCB:
offset = (u16)parameters[0];
scriptState->value = *(seqPlayer->seqData + (uintptr_t)(offset + scriptState->value));
break;
case 0xCE:
offset = (u16)parameters[0];
channel->unk_22 = offset;
break;
case 0xCF:
offset = (u16)parameters[0];
test = &seqPlayer->seqData[offset];
test[0] = (channel->unk_22 >> 8) & 0xFF;
test[1] = channel->unk_22 & 0xFF;
break;
case 0xD0:
command = (u8)parameters[0];
if (command & 0x80) {
channel->stereoHeadsetEffects = true;
} else {
channel->stereoHeadsetEffects = false;
}
channel->stereo.asByte = command & 0x7F;
break;
case 0xD1:
command = (u8)parameters[0];
channel->noteAllocPolicy = command;
break;
case 0xD2:
command = (u8)parameters[0];
channel->adsr.sustain = command;
break;
case 0xE5:
command = (u8)parameters[0];
channel->reverbIndex = command;
break;
case 0xE4:
if (scriptState->value != -1) {
data = (*channel->dynTable)[scriptState->value];
//! @bug: Missing a stack depth check here
scriptState->stack[scriptState->depth++] = scriptState->pc;
offset = (u16)((data[0] << 8) + data[1]);
scriptState->pc = seqPlayer->seqData + offset;
}
break;
case 0xE6:
command = (u8)parameters[0];
channel->bookOffset = command;
break;
case 0xE7:
offset = (u16)parameters[0];
data = &seqPlayer->seqData[offset];
channel->muteBehavior = data[0];
data += 3;
channel->noteAllocPolicy = data[-2];
AudioSeq_SetChannelPriorities(channel, data[-1]);
channel->transposition = (s8)data[0];
data += 4;
channel->newPan = data[-3];
channel->panChannelWeight = data[-2];
channel->reverb = data[-1];
channel->reverbIndex = data[0];
//! @bug: Not marking reverb state as changed
channel->changes.s.pan = true;
break;
case 0xE8:
channel->muteBehavior = parameters[0];
channel->noteAllocPolicy = parameters[1];
command = (u8)parameters[2];
AudioSeq_SetChannelPriorities(channel, command);
channel->transposition = (s8)AudioSeq_ScriptReadU8(scriptState);
channel->newPan = AudioSeq_ScriptReadU8(scriptState);
channel->panChannelWeight = AudioSeq_ScriptReadU8(scriptState);
channel->reverb = AudioSeq_ScriptReadU8(scriptState);
channel->reverbIndex = AudioSeq_ScriptReadU8(scriptState);
//! @bug: Not marking reverb state as changed
channel->changes.s.pan = true;
break;
case 0xEC:
channel->vibratoExtentTarget = 0;
channel->vibratoExtentStart = 0;
channel->vibratoExtentChangeDelay = 0;
channel->vibratoRateTarget = 0;
channel->vibratoRateStart = 0;
channel->vibratoRateChangeDelay = 0;
channel->filter = NULL;
channel->unk_0C = 0;
channel->adsr.sustain = 0;
channel->velocityRandomVariance = 0;
channel->gateTimeRandomVariance = 0;
channel->unk_0F = 0;
channel->unk_20 = 0;
channel->bookOffset = 0;
channel->freqScale = 1.0f;
break;
case 0xE9:
AudioSeq_SetChannelPriorities(channel, (u8)parameters[0]);
break;
case 0xED:
command = (u8)parameters[0];
channel->unk_0C = command;
break;
case 0xB0:
offset = (u16)parameters[0];
data = seqPlayer->seqData + offset;
channel->filter = (s16*)data;
break;
case 0xB1:
channel->filter = NULL;
break;
case 0xB3:
command = parameters[0];
if (channel->filter != NULL) {
lowBits = (command >> 4) & 0xF;
command &= 0xF;
AudioHeap_LoadFilter(channel->filter, lowBits, command);
}
break;
case 0xB2:
offset = (u16)parameters[0];
2022-07-27 17:50:56 -04:00
channel->unk_22 = BE16SWAP(*(u16*)(seqPlayer->seqData + (uintptr_t)(offset + scriptState->value * 2)));
break;
case 0xB4:
channel->dynTable = (void*)&seqPlayer->seqData[channel->unk_22];
break;
case 0xB5:
2022-07-27 17:50:56 -04:00
channel->unk_22 = BE16SWAP(((u16*)(channel->dynTable))[scriptState->value]);
break;
case 0xB6:
scriptState->value = (*channel->dynTable)[0][scriptState->value];
break;
case 0xB7:
channel->unk_22 = (parameters[0] == 0) ? gAudioContext.audioRandom & 0xFFFF
: gAudioContext.audioRandom % parameters[0];
break;
case 0xB8:
scriptState->value = (parameters[0] == 0) ? gAudioContext.audioRandom & 0xFFFF
: gAudioContext.audioRandom % parameters[0];
break;
case 0xBD: {
result = Audio_NextRandom();
channel->unk_22 = (parameters[0] == 0) ? (u32)result & 0xFFFF : (u32)result % parameters[0];
channel->unk_22 += parameters[1];
pad2 = (channel->unk_22 / 0x100) + 0x80; // i is wrong here
param = channel->unk_22 % 0x100;
channel->unk_22 = (pad2 << 8) | param;
} break;
case 0xB9:
channel->velocityRandomVariance = parameters[0];
break;
case 0xBA:
channel->gateTimeRandomVariance = parameters[0];
break;
case 0xBB:
channel->unk_0F = parameters[0];
channel->unk_20 = parameters[1];
break;
case 0xBC:
channel->unk_22 += parameters[0];
break;
}
}
} else if (command >= 0x70) {
lowBits = command & 0x7;
if ((command & 0xF8) != 0x70 && lowBits >= 4) {
lowBits = 0;
}
switch (command & 0xF8) {
case 0x80:
if (channel->layers[lowBits] != NULL) {
scriptState->value = channel->layers[lowBits]->finished;
} else {
scriptState->value = -1;
}
break;
case 0x88:
offset = AudioSeq_ScriptReadS16(scriptState);
if (!AudioSeq_SeqChannelSetLayer(channel, lowBits)) {
channel->layers[lowBits]->scriptState.pc = &seqPlayer->seqData[offset];
}
break;
case 0x90:
AudioSeq_SeqLayerFree(channel, lowBits);
break;
case 0x98:
if (scriptState->value == -1 || AudioSeq_SeqChannelSetLayer(channel, lowBits) == -1) {
break;
}
data = (*channel->dynTable)[scriptState->value];
offset = (data[0] << 8) + data[1];
channel->layers[lowBits]->scriptState.pc = &seqPlayer->seqData[offset];
break;
case 0x70:
channel->soundScriptIO[lowBits] = scriptState->value;
break;
case 0x78:
pad1 = AudioSeq_ScriptReadS16(scriptState);
if (!AudioSeq_SeqChannelSetLayer(channel, lowBits)) {
channel->layers[lowBits]->scriptState.pc = &scriptState->pc[pad1];
}
break;
}
} else {
lowBits = command & 0xF;
switch (command & 0xF0) {
case 0x00: {
channel->delay = lowBits;
goto exit_loop;
}
case 0x10:
if (lowBits < 8) {
channel->soundScriptIO[lowBits] = -1;
if (AudioLoad_SlowLoadSample(channel->fontId, scriptState->value,
&channel->soundScriptIO[lowBits]) == -1) {
break;
}
} else {
lowBits -= 8;
channel->soundScriptIO[lowBits] = -1;
if (AudioLoad_SlowLoadSample(channel->fontId, channel->unk_22 + 0x100,
&channel->soundScriptIO[lowBits]) == -1) {
break;
}
}
break;
case 0x60:
scriptState->value = channel->soundScriptIO[lowBits];
if (lowBits < 2) {
channel->soundScriptIO[lowBits] = -1;
}
break;
case 0x50:
scriptState->value -= channel->soundScriptIO[lowBits];
break;
case 0x20:
offset = AudioSeq_ScriptReadS16(scriptState);
AudioSeq_SequenceChannelEnable(seqPlayer, lowBits, &seqPlayer->seqData[offset]);
break;
case 0x30:
command = AudioSeq_ScriptReadU8(scriptState);
seqPlayer->channels[lowBits]->soundScriptIO[command] = scriptState->value;
break;
case 0x40:
command = AudioSeq_ScriptReadU8(scriptState);
scriptState->value = seqPlayer->channels[lowBits]->soundScriptIO[command];
break;
}
}
}
exit_loop:
for (i = 0; i < ARRAY_COUNT(channel->layers); i++) {
if (channel->layers[i] != NULL) {
AudioSeq_SeqLayerProcessScript(channel->layers[i]);
}
}
}
void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
u8 command;
u8 commandLow;
SeqScriptState* seqScript = &seqPlayer->scriptState;
s16 tempS;
u16 temp;
s32 i;
s32 value;
u8* data;
u8* data2;
u8* data3;
s32 pad3;
s32 dummy;
if (!seqPlayer->enabled) {
return;
}
if (!AudioLoad_IsSeqLoadComplete(seqPlayer->seqId) || !AudioLoad_IsFontLoadComplete(seqPlayer->defaultFont)) {
AudioSeq_SequencePlayerDisable(seqPlayer);
return;
}
AudioLoad_SetSeqLoadStatus(seqPlayer->seqId, 2);
AudioLoad_SetFontLoadStatus(seqPlayer->defaultFont, 2);
if (seqPlayer->muted && (seqPlayer->muteBehavior & 0x80)) {
return;
}
seqPlayer->scriptCounter++;
seqPlayer->tempoAcc += seqPlayer->tempo;
seqPlayer->tempoAcc += (s16)seqPlayer->unk_0C;
if (seqPlayer->tempoAcc < gAudioContext.tempoInternalToExternal) {
return;
}
seqPlayer->tempoAcc -= (u16)gAudioContext.tempoInternalToExternal;
if (seqPlayer->stopScript == true) {
return;
}
if (seqPlayer->delay > 1) {
seqPlayer->delay--;
} else {
seqPlayer->recalculateVolume = true;
while (true) {
command = AudioSeq_ScriptReadU8(seqScript);
// 0xF2 and above are "flow control" commands, including termination.
if (command >= 0xF2) {
s32 scriptHandled = AudioSeq_HandleScriptFlowControl(
seqPlayer, seqScript, command,
AudioSeq_GetScriptControlFlowArgument(&seqPlayer->scriptState, command));
if (scriptHandled != 0) {
if (scriptHandled == -1) {
AudioSeq_SequencePlayerDisable(seqPlayer);
} else {
seqPlayer->delay = (u16)scriptHandled;
}
break;
}
} else if (command >= 0xC0) {
switch (command) {
case 0xF1:
Audio_NotePoolClear(&seqPlayer->notePool);
command = AudioSeq_ScriptReadU8(seqScript);
Audio_NotePoolFill(&seqPlayer->notePool, command);
// Fake-match: the asm has two breaks in a row here,
// which the compiler normally optimizes out.
dummy = -1;
if (dummy < 0) {
dummy = 0;
}
if (dummy > 1) {
dummy = 1;
}
if (dummy) {}
break;
case 0xF0:
Audio_NotePoolClear(&seqPlayer->notePool);
break;
case 0xDF:
seqPlayer->transposition = 0;
// Note: intentional fallthrough, also executes below command
case 0xDE:
seqPlayer->transposition += (s8)AudioSeq_ScriptReadU8(seqScript);
break;
case 0xDD:
seqPlayer->tempo = AudioSeq_ScriptReadU8(seqScript) * 48;
if (seqPlayer->tempo > gAudioContext.tempoInternalToExternal) {
seqPlayer->tempo = (u16)gAudioContext.tempoInternalToExternal;
}
if ((s16)seqPlayer->tempo <= 0) {
seqPlayer->tempo = 1;
}
break;
case 0xDC:
seqPlayer->unk_0C = (s8)AudioSeq_ScriptReadU8(seqScript) * 48;
break;
case 0xDA:
command = AudioSeq_ScriptReadU8(seqScript);
temp = AudioSeq_ScriptReadS16(seqScript);
switch (command) {
case 0:
case 1:
if (seqPlayer->state != 2) {
seqPlayer->fadeTimerUnkEu = temp;
seqPlayer->state = command;
}
break;
case 2:
seqPlayer->fadeTimer = temp;
seqPlayer->state = command;
seqPlayer->fadeVelocity = (0 - seqPlayer->fadeVolume) / (s32)seqPlayer->fadeTimer;
break;
}
break;
case 0xDB:
value = AudioSeq_ScriptReadU8(seqScript);
switch (seqPlayer->state) {
case 1:
seqPlayer->state = 0;
seqPlayer->fadeVolume = 0.0f;
// NOTE: Intentional fallthrough
case 0:
seqPlayer->fadeTimer = seqPlayer->fadeTimerUnkEu;
if (seqPlayer->fadeTimerUnkEu != 0) {
seqPlayer->fadeVelocity =
((value / 127.0f) - seqPlayer->fadeVolume) / (s32)(seqPlayer->fadeTimer);
} else {
seqPlayer->fadeVolume = (s32)value / 127.0f;
}
break;
case 2:
break;
}
break;
case 0xD9:
seqPlayer->fadeVolumeScale = (s8)AudioSeq_ScriptReadU8(seqScript) / 127.0f;
break;
case 0xD7:
temp = AudioSeq_ScriptReadS16(seqScript);
AudioSeq_SequencePlayerSetupChannels(seqPlayer, temp);
break;
case 0xD6:
AudioSeq_ScriptReadS16(seqScript);
break;
case 0xD5:
seqPlayer->muteVolumeScale = (s8)AudioSeq_ScriptReadU8(seqScript) / 127.0f;
break;
case 0xD4:
seqPlayer->muted = true;
break;
case 0xD3:
seqPlayer->muteBehavior = AudioSeq_ScriptReadU8(seqScript);
break;
case 0xD1:
case 0xD2:
temp = AudioSeq_ScriptReadS16(seqScript);
data3 = &seqPlayer->seqData[temp];
if (command == 0xD2) {
seqPlayer->shortNoteVelocityTable = data3;
} else {
seqPlayer->shortNoteGateTimeTable = data3;
}
break;
case 0xD0:
seqPlayer->noteAllocPolicy = AudioSeq_ScriptReadU8(seqScript);
break;
case 0xCE:
command = AudioSeq_ScriptReadU8(seqScript);
if (command == 0) {
seqScript->value = (gAudioContext.audioRandom >> 2) & 0xFF;
} else {
seqScript->value = (gAudioContext.audioRandom >> 2) % command;
}
break;
case 0xCD: {
temp = AudioSeq_ScriptReadS16(seqScript);
if ((seqScript->value != -1) && (seqScript->depth != 3)) {
data = seqPlayer->seqData + (u32)(temp + (seqScript->value << 1));
seqScript->stack[seqScript->depth] = seqScript->pc;
seqScript->depth++;
temp = (data[0] << 8) + data[1];
seqScript->pc = &seqPlayer->seqData[temp];
}
break;
}
case 0xCC:
seqScript->value = AudioSeq_ScriptReadU8(seqScript);
break;
case 0xC9:
seqScript->value &= AudioSeq_ScriptReadU8(seqScript);
break;
case 0xC8:
seqScript->value -= AudioSeq_ScriptReadU8(seqScript);
break;
case 0xC7:
command = AudioSeq_ScriptReadU8(seqScript);
temp = AudioSeq_ScriptReadS16(seqScript);
data2 = &seqPlayer->seqData[temp];
*data2 = (u8)seqScript->value + command;
break;
case 0xC6:
seqPlayer->stopScript = true;
return;
case 0xC5:
seqPlayer->scriptCounter = (u16)AudioSeq_ScriptReadS16(seqScript);
break;
case 0xEF:
AudioSeq_ScriptReadS16(seqScript);
AudioSeq_ScriptReadU8(seqScript);
break;
case 0xC4:
command = AudioSeq_ScriptReadU8(seqScript);
if (command == 0xFF) {
command = seqPlayer->playerIdx;
}
commandLow = AudioSeq_ScriptReadU8(seqScript);
AudioLoad_SyncInitSeqPlayer(command, commandLow, 0);
if (command == (u8)seqPlayer->playerIdx) {
return;
}
break;
}
} else {
commandLow = command & 0x0F;
switch (command & 0xF0) {
case 0x00:
seqScript->value = seqPlayer->channels[commandLow]->enabled ^ 1;
break;
case 0x50:
seqScript->value -= seqPlayer->soundScriptIO[commandLow];
break;
case 0x70:
seqPlayer->soundScriptIO[commandLow] = seqScript->value;
break;
case 0x80:
seqScript->value = seqPlayer->soundScriptIO[commandLow];
if (commandLow < 2) {
seqPlayer->soundScriptIO[commandLow] = -1;
}
break;
case 0x40:
AudioSeq_SequenceChannelDisable(seqPlayer->channels[commandLow]);
break;
case 0x90:
temp = AudioSeq_ScriptReadS16(seqScript);
AudioSeq_SequenceChannelEnable(seqPlayer, commandLow, (void*)&seqPlayer->seqData[temp]);
break;
case 0xA0:
tempS = AudioSeq_ScriptReadS16(seqScript);
AudioSeq_SequenceChannelEnable(seqPlayer, commandLow, (void*)&seqScript->pc[tempS]);
break;
case 0xB0:
command = AudioSeq_ScriptReadU8(seqScript);
temp = AudioSeq_ScriptReadS16(seqScript);
data2 = &seqPlayer->seqData[temp];
AudioLoad_SlowLoadSeq(command, data2, &seqPlayer->soundScriptIO[commandLow]);
break;
case 0x60: {
command = AudioSeq_ScriptReadU8(seqScript);
value = command;
temp = AudioSeq_ScriptReadU8(seqScript);
AudioLoad_ScriptLoad(value, temp, &seqPlayer->soundScriptIO[commandLow]);
break;
}
}
}
}
}
for (i = 0; i < ARRAY_COUNT(seqPlayer->channels); i++) {
if (seqPlayer->channels[i]->enabled) {
AudioSeq_SequenceChannelProcessScript(seqPlayer->channels[i]);
}
}
}
void AudioSeq_ProcessSequences(s32 arg0) {
SequencePlayer* seqPlayer;
u32 i;
gAudioContext.noteSubEuOffset =
(gAudioContext.audioBufferParameters.updatesPerFrame - arg0 - 1) * gAudioContext.numNotes;
for (i = 0; i < (u32)gAudioContext.audioBufferParameters.numSequencePlayers; i++) {
seqPlayer = &gAudioContext.seqPlayers[i];
if (seqPlayer->enabled == 1) {
AudioSeq_SequencePlayerProcessSequence(seqPlayer);
Audio_SequencePlayerProcessSound(seqPlayer);
}
}
Audio_ProcessNotes();
}
void AudioSeq_SkipForwardSequence(SequencePlayer* seqPlayer) {
while (seqPlayer->skipTicks > 0) {
AudioSeq_SequencePlayerProcessSequence(seqPlayer);
Audio_SequencePlayerProcessSound(seqPlayer);
seqPlayer->skipTicks--;
}
}
void AudioSeq_ResetSequencePlayer(SequencePlayer* seqPlayer) {
s32 i;
AudioSeq_SequencePlayerDisable(seqPlayer);
seqPlayer->stopScript = false;
seqPlayer->delay = 0;
seqPlayer->state = 1;
seqPlayer->fadeTimer = 0;
seqPlayer->fadeTimerUnkEu = 0;
seqPlayer->tempoAcc = 0;
seqPlayer->tempo = 120 * TATUMS_PER_BEAT; // 120 BPM
seqPlayer->unk_0C = 0;
seqPlayer->transposition = 0;
seqPlayer->noteAllocPolicy = 0;
seqPlayer->shortNoteVelocityTable = gDefaultShortNoteVelocityTable;
seqPlayer->shortNoteGateTimeTable = gDefaultShortNoteGateTimeTable;
seqPlayer->scriptCounter = 0;
seqPlayer->fadeVolume = 1.0f;
seqPlayer->fadeVelocity = 0.0f;
seqPlayer->volume = 0.0f;
seqPlayer->muteVolumeScale = 0.5f;
for (i = 0; i < 0x10; i++) {
AudioSeq_InitSequenceChannel(seqPlayer->channels[i]);
}
}
void AudioSeq_InitSequencePlayerChannels(s32 playerIdx) {
SequenceChannel* channel;
SequencePlayer* seqPlayer = &gAudioContext.seqPlayers[playerIdx];
s32 i, j;
for (i = 0; i < 0x10; i++) {
seqPlayer->channels[i] = AudioHeap_AllocZeroed(&gAudioContext.notesAndBuffersPool, sizeof(SequenceChannel));
if (seqPlayer->channels[i] == NULL) {
seqPlayer->channels[i] = &gAudioContext.sequenceChannelNone;
} else {
channel = seqPlayer->channels[i];
channel->seqPlayer = seqPlayer;
channel->enabled = false;
for (j = 0; j < 4; j++) {
channel->layers[j] = NULL;
}
}
AudioSeq_InitSequenceChannel(seqPlayer->channels[i]);
}
}
void AudioSeq_InitSequencePlayer(SequencePlayer* seqPlayer) {
s32 i, j;
for (i = 0; i < 0x10; i++) {
seqPlayer->channels[i] = &gAudioContext.sequenceChannelNone;
}
seqPlayer->enabled = false;
seqPlayer->muted = false;
seqPlayer->fontDmaInProgress = false;
seqPlayer->seqDmaInProgress = false;
seqPlayer->unk_0b1 = false;
for (j = 0; j < 8; j++) {
seqPlayer->soundScriptIO[j] = -1;
}
seqPlayer->muteBehavior = 0x40 | 0x20;
seqPlayer->fadeVolumeScale = 1.0f;
seqPlayer->unk_34 = 1.0f;
Audio_InitNoteLists(&seqPlayer->notePool);
AudioSeq_ResetSequencePlayer(seqPlayer);
}
void AudioSeq_InitSequencePlayers(void) {
s32 i;
AudioSeq_InitLayerFreelist();
for (i = 0; i < 64; i++) {
gAudioContext.sequenceLayers[i].channel = NULL;
gAudioContext.sequenceLayers[i].enabled = false;
}
for (i = 0; i < 4; i++) {
AudioSeq_InitSequencePlayer(&gAudioContext.seqPlayers[i]);
}
}