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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 StopSound
.align 4
# PlaySound(dActor_c *, int soundID)
# There's somehardcoding in here, might need to fix that for NTSC versions.
.global PlaySound
PlaySound:
stwu r1, -0x30(r1)
mflr r0
mr r20, r4
# Gets Player Position
mr r4, r3 # object
stw r0, 0x34(r1)
addi r3, r1, 0x10 # dest
stw r31, 0x2C(r1)
bl Actor_GetVec3WithValuesAdded
# Gives an accurate position for the sound
lwz r31, -0x5944(r13)
addi r3, r1, 8
addi r4, r1, 0x10
bl ConvertStagePositionIntoScreenPosition__Maybe
# Checks if the passed sound is already playing
lis r4, 0x8043
lwz r3, 0xA768(r4)
mr r4, r20
bl CheckIfPlayingSound
# Go away if it is
cmpwi r3, 0
bne GoAwaySoundGuy
# If we're good to go, play the sound!
mr r3, r31
addi r5, r1, 8
mr r4, r20
li r6, 0
bl YetAnotherSoundPlayer
b GoAwaySoundGuy
GoAwaySoundGuy:
lwz r0, 0x34(r1)
lwz r31, 0x2C(r1)
mtlr r0
addi r1, r1, 0x30
blr
.global StopSound
StopSound:
lwz r3, 0xA768(r13)
b StopSound
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