Files
Microtransactions64/sound
thecozies f3e61a31aa HackerSM64 v2.0.0
* buffers: refresh 15 and revert to base decomp

* behavior script

* color helper functions

* extended bounds

* egeo_layout

* fixed model ids

* camera conf improved

* message panel ucode small

* graph node

* level script

* mathutil updates

* mathutil updates (allow unused funcs)

* behaviors a - beta_fish

* Add librtc and fix some data declarations

* Move GRUCODE define to proper location in makefile

* Refresh 15

* extra

* Make ROM name smaller and change messages printed on build a bit

* Fix console (lol)

* Update UNF to latest master

* Make ucode load from .o's (and also fix Super3D)

* Fix crash with rumble + custom mario model

* graph node and mathutil

* removed behaviors

* Ldtob documentation

* _Putfld labeling

* area

* behavior actions

* camera

* debug updates

* bubbles

* envfx snow

* farcall helpers

* game init

* geo misc

* hud

* only check if VC on render init

* ingame menu

* revert goddard to base decomp

* insn disasm

* interaction documentation

* level geo

* level update defines

* macro special objects formatting changes

* main.h documentation

* map parser documentation & formatting

* airborne documentation

* mario actions automatic documentation

* mario actions cutscene documentation

* mario actions moving documentation and options

* mario actions object documentation and options

* mario stationary documentation

* mario submerged documentation

* mario misc documentation

* mario step: ledge grab fixes and documentation

* mario documentation

* memory.h documentation

* moving textures

* object behaviors

* object collision

* fix flamethrower bug

* object helpers

* object list processor documentation

* paintings

* platform displacement

* print / printf

* puppycam absf

* puppyprint updates and formatting changes

* rendering graph node performance optimizations

* rumble opt and doc

* hqvm back to ultrasm64

* save file documentation and unlock defines

* s2d engine

* reset various files to ultrasm64

* file select

* intro geo documentation

* screen transition documentation

* segment2.h

* shadow overhaul

* skybox refactor

* sound init: clean up define usage + documentation

* spawn object optimizations and documentation

* spawn sound cleanup

* sram to ultrasm64

* star select cleanup

* title screen cleanup

* dialogs / text

* rename stomp smoke

* stomp smoke -> small water splash

* updated README

* compilation flags

* optimized file positions + support function/data sections

* surface collision performance improvements

* surface load optimizations

* camera conf documentation

* Allow easier command for opening puppyprint debug

* Rearranged framebuffers & fixed puppyprint console printing

* Fix shadow scaling and shifting

* Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit.

* Fixed build with BETTER_HANGING off

* Clean up OBJECTS_REJ ifdefs

* Fix duplicate comment & graph render layers/flags bitmask

* Fixed build with BETTER_HANGING off

* Fix Fast64 importing by reverting sSegmentTable change

* Readded missing functions that caused build errors with Mario head enabled

* Fixed clang compilation issues

* Add INTER mode for geo_update_layer_transparency

* Fix build warnings

* bugfix: miscalculation in obj_turn_toward_object

* Some puppytech fixes

* Further Puppycamera fixes

* Fix BUGFIX_DIALOG_TIME_STOP

Fixes #136

* Fix sliding platform bparams

* Add LEGACY_SHADOW_IDS define for Fast64 compatibility

* Apply suggested changes

* Better find_in_bounds_yaw_wdw_bob_thi ifdef

* Fix build warnings for unused functions

* Fixed stale reference bug from obj_mark_for_deletion change

* Fixed incorrect digit for 100s #145

* Change groundpound-fix define and functionality to just disable bonking

* Fixed puppyroll #134

* Adjust height value for terrain angle to kick in

* fixed hi score flashing

* Remove menudata backup (#131)

Not considered important enough to keep

* Fix fread() build warning

* Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init

* Fix approach_s16 return value

* Use boolean defines for oCapDoScaleVertically

* Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.

* Move flames to LAYER_TRANSPARENT_INTER

* Resolved some compiler warnings and added FALL_THROUGH define (#168)

* Address some more compiler warnings with different define toggles

* Remove unnecessary fallthrough attribute

* fixed geo_process_billboard floating point exception

* Allow water to face any direction

* Initialize focOffset so that BBH doesn't crash

* Removed superfluous RDP commands when switching microcodes which would override scissor

* Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage

* Fix rumble build

* Fixed UNLOCK_FPS strobing

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Fix LEGACY_SHADOW_IDS id conflict

* Use the vanilla default value for rotating fire bars if bparam2 is 0

* START_LEVEL safeguard

* Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE

* Fix rumble build

* Fixed spline poll code using the wrong values for keyframes

* Update readme with better credits

Better credits for individual contributors

* add arthur

* added falco and moose

* add fazana

* le funny typo

* added S2DEX engine to credits

* silhouette + axo + ratio

* remove specific callouts + add auto col distance

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Revert formatting changes to match vanilla decomp

* Re-implement Y buffer for find_ceil

* Re-implement POWER_STARS_HEAL for normal Power Stars

* Start level comment & exit course comment/collapse

* utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT

* Fix "MAX_REFERENCED_WALLS" typo

* Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213)

* Revert stop_and_set_height_to_floor to vanilla

Fixes #208

* Fixed sAudioEnabled so that it disables audio CPU processing as well

* Fixed puppyprint debug RDP us calculations

* Renamed sAudioEnabled to gAudioEnabled

* Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE

* Moved extended bounds and world scale configuration to a new config_world.h file

* Default all objects to non-rej (#227)

Fixes #221 (Default all objects to non-rej)

* Fix #221

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211)

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled

* Change vtl decrement in visual_surface_display from 6 to 3

Fixes #207

* Make area in SL igloo wider to prevent a softlock (#233)

Fixes #210

* Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232)

Fixes #201

* Make UNLOCK_ALL apply to more things

* Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init

* Change chain chomp load/unload distances depending on number of segments (#237)

Fixes #192

* added WATER_PLUNGE_UPWARP define

* Add reonucam patch (#239)

* added reonucam patch
Fixes #218

* Fix how shadows handle water/transparency/height (#228)

* Fix how shadows handle water/transparency/height

* Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check

Fixes #179

* added reonucam credit

* delete unnecesary patches

* Apply suggested changes

* murdered more patches

* UNLOCK_ALL unlocks the cap boxes

* UNLOCK_ALL unlocks cap boxes (slightly more epic edition)

* revert ceil buffer

* Renamed HD_INTRO_TEXTURES define, separated intro floombas

* prevent double definition of floombas

* actually prevent floomba redefinition

* Develop/refactor  default defines (#242)

* Changed default config options

* Added build dir to includePaths for pngs

* disable NO_SLEEP by default

* Disable puppyprint by default

Sorry fazana 😔

* fix typos

* add comment about BETTER_REVERB console perf

* disable blue coin switch retry by default

* Update config_audio.h

Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>

* revert air step line to vanilla to fix bitfs scaling platform issue (#247)

Fixes #200

* Fix stuttering on thin slopes (#248)

* Fix stuttering on thin slopes

* Revert vec3f_find_ceil calls to vanilla

* Rename vec3f_find_ceil to find_mario_ceil

* Update src/engine/surface_collision.h

Fixes #249

* Swap static and dynamic surface checks back to vanilla order (#253)

* Swap static and dynamic surface checks back to vanilla order

* re-enable DISABLE_ALL config

Fixes #251 #252

* Fixed save and quitting while in widescreen (#257)

* Fixed save and quitting while in widescreen

* use define for the level

* all my homies hate ifdefs

* skip wall offsets < 0 (#255)

Fixes #255

* #264: Document non-stop stars' issues (#267)

* #264: Document non-stop stars' issues

* Update include/config/config_game.h

* nonstop vanilla comment

* derive margin_radius from radius after capping at 200 (#266)

Fixes #259

* Config cleanup/refactor (#269)

* Moved puppyprint define to graphics / rearranged some debug defines for ease of access

* Moved compatibility safeguards to config_safeguards.h

* spacing and comment formatting

* #272 Move GFX_POOL_SIZE to config_graphics.h

* disable EASIER_DIALOG_TRIGGER by default

* prevent redefining warnings

* small ifdef typo

* changed ifndef to undefs

Fixes #262
Fixes #272

* Improved movement config documentation related to turning around (#271)

Fixes #270

* rename CUSTOM_DEBUG, add comments (#275)

* Update README.md (#277)

* v2.0.0

Co-authored-by: CrashOveride95 <crashoveride953@gmail.com>
Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com>
Co-authored-by: n64 <n64>
Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: aglab2 <aglab3@gmail.com>
Co-authored-by: gheskett <gheskett@gmail.com>
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
2021-12-30 16:57:51 +00:00
..
2021-12-30 16:57:51 +00:00
2020-12-03 14:26:38 -05:00
2019-11-03 14:36:27 -05:00
2020-12-03 14:26:38 -05:00

Sound in SM64 consists of three parts: samples, sound banks, and sequences.

Samples represent raw sound data, given as AIFF files with a custom ADPCM-based compression format that reduces file sizes by ~70% compared to uncompressed AIFF (with 16-bit samples). The build system automatically converts uncompressed AIFF files into this format.

Samples are collected into banks, given by directories. The order in which each bank's samples end up in the final binary is determined by their file names. Thus, to keep the ROM OK, sample files should be prefixed by a number to maintain sort order. (Bank directories are ordered by their usages in way that automatically makes the ROM match.)

Samples cannot be referred to directly from sequence files. Instead, there is an indirect step in the form of sound banks. Each sound bank refers to a single sample bank, and amends it with extra information in the form of a JSON file. This JSON file contains a set of "instruments", which describe how note values (pitches) map to samples, which pitch corrections to perform, and what ADSR envelopes to use. The instrument_list key maps indices to instruments; these indices are what sequence files can refer to. A special instrument percussion is also supported, as an array with (usually) 64 different entries, covering note values 0..63. It is referred to as instrument ID 0x7f.

C-style comments are supported in the JSON. Similar to samples, the sound banks come in alphabetical order in the ROM, so they should be prefixed to maintain sort order.

Sequence files are what actually controls the audio. The are in .m64 format, which is similar to MIDI, but Turing complete. An .m64 file has a sequence script that can spawn channels, which have channel scripts that can spawn layers, which have layer scripts that can play notes. Each note is performed using an instrument from a sound bank. A sequence file can use multiple banks; sequences.json describes the mapping from sequences to sound banks. Channels can switch between banks using a command. However, in practice most sequences limit themselves to a single sound bank. The main exception is sequence 0, which is responsible for sound effects.

Like samples and sound banks, sequence files are included in the ROM in alphabetical file name order. They can be located in either sound/sequences/ or sound/sequences/<version>/, and can optionally be given in disassembled form -- see include/seq_macros.inc for more details on the format.

The repo gitignores .m64 and .aiff files by default, unless they include "custom" somewhere in the name (including in a directory name). Thus, for new custom-made samples and sequences it is advisable to include that substring in the file name (this also helps distinguish custom sounds from ones from the game). git add -f also works for adding edited existing files to git.