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#ifndef __MWERKS__
.set r0,0; .set r1,1; .set r2,2; .set r3,3; .set r4,4
.set r5,5; .set r6,6; .set r7,7; .set r8,8; .set r9,9
.set r10,10; .set r11,11; .set r12,12; .set r13,13; .set r14,14
.set r15,15; .set r16,16; .set r17,17; .set r18,18; .set r19,19
.set r20,20; .set r21,21; .set r22,22; .set r23,23; .set r24,24
.set r25,25; .set r26,26; .set r27,27; .set r28,28; .set r29,29
.set r30,30; .set r31,31; .set f0,0; .set f1,1; .set f2,2
.set f3,3; .set f4,4; .set f5,5; .set f6,6; .set f8,8
.set f31,31; .set f30,30
#endif
.text
.extern OSReport
.extern Actor_GetVec3WithValuesAdded
.extern ConvertStagePositionIntoScreenPosition__Maybe
.extern AnotherSoundRelatedFunction
.extern YetAnotherSoundPlayer
.extern CheckIfPlayingSound
.extern StopSoundBasic
.extern StopSoundRelated
.extern SoundClassRelated
.extern BufferToCheckIfPlaying
.align 4
# PlaySound(dActor_c *, int soundID)
.global PlaySound
PlaySound:
stwu r1, -0x30(r1)
mflr r0
stw r0, 0x34(r1)
stw r31, 0x2C(r1)
stw r30, 0x28(r1)
mr r30, r4
# Gets Player Position
mr r4, r3 # object
addi r3, r1, 0x10 # dest
bl Actor_GetVec3WithValuesAdded
# Gives an accurate position for the sound
addi r3, r1, 8
addi r4, r1, 0x10
bl ConvertStagePositionIntoScreenPosition__Maybe
# Checks if the passed sound is already playing
lis r4, BufferToCheckIfPlaying@h
ori r4, r4, BufferToCheckIfPlaying@l
lwz r3, 0(r4)
mr r4, r30
bl CheckIfPlayingSound
# Go away if it is
cmpwi r3, 0
bne GoAwaySoundGuy
# If we're good to go, play the sound!
lis r31, SoundClassRelated@h
ori r31, r31, SoundClassRelated@l
lwz r3, 0(r31)
addi r5, r1, 8
mr r4, r30
li r6, 0
bl YetAnotherSoundPlayer
b GoAwaySoundGuy
GoAwaySoundGuy:
lwz r30, 0x28(r1)
lwz r31, 0x2C(r1)
lwz r0, 0x34(r1)
mtlr r0
addi r1, r1, 0x30
blr
# StopSound(int soundID)
.global StopSound
StopSound:
stwu r1, -0x10(r1)
mtlr r0
stw r0, 0x14(r1)
mr r4, r3
lwz r3, -0x5218(r13)
bl StopSoundBasic
lwz r0, 0x14(r1)
mflr r0
blr
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