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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