Difference between revisions of "FF7/Field/Script/Opcodes/F2 AKAO"
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my_wiki>DLPB2 (→Operation list (by Aali and DLPB)) |
my_wiki>DLPB2 (→Please Note) |
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Operations 0x10/14/18/19 do not work on the PSX game from field script [CURRENTLY CHECKING THIS].<br> | Operations 0x10/14/18/19 do not work on the PSX game from field script [CURRENTLY CHECKING THIS].<br> | ||
Operations 0xC8/C9/CA are not implemented in the PSX version or PC version despite the field script calling them.<br> | Operations 0xC8/C9/CA are not implemented in the PSX version or PC version despite the field script calling them.<br> | ||
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Revision as of 02:04, 9 July 2017
- Opcode: 0xF2
- Short name: AKAO
- Long name: Sound Operation (byte param1)
Contents
Memory layout
0xF2 | B1 / B2 | B3 / B4 | 0 / B6 | Op | Param1 | Param2 | Param3 | Param4 | Param5 |
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Arguments
- const Bit[4] B1: Bank to retrieve Param1, or zero if Param1 is specified as a literal value.
- const Bit[4] B2: Bank to retrieve Param2, or zero if Param2 is specified as a literal value.
- const Bit[4] B3: Bank to retrieve Param3, or zero if Param3 is specified as a literal value.
- const Bit[4] B4: Bank to retrieve Param4, or zero if Param4 is specified as a literal value.
- const Bit[4] 0: Zero.
- const Bit[4] B6: Bank to retrieve Param5, or zero if Param5 is specified as a literal value.
- const UByte Op: Operation to perform.
- const UByte Param1: Parameter 1.
- const UShort Param2: Parameter 2.
- const UShort Param3: Parameter 3.
- const UShort Param4: Parameter 4.
- const UShort Param5: Parameter 5.
Description
Perform an operation described by Op, and uses the parameters depending on the operation.
Operation list (by Aali and DLPB)
- 10 Play music [param1=Music ID]
- 14 Same as 10
- 15 Unknown Serves no significant function
- 18 Play music and resume from last position [param1=Music ID]
- 19 Same as 18
- 20 Play one sound effect [param1=Panning, param2=Effect ID on channel #1]
- 21 Play two sound effects [param1=Panning, param2=Effect ID on channel #1, param3=Effect ID on channel #2]
- 22 Play three sound effects [param1=Panning, param2=Effect ID on channel #1, param3=Effect ID on channel #2, param4=Effect ID on channel #3]
- 23 Play four sound effects [param1=Panning, param2=Effect ID on channel #1, param3=Effect ID on channel #2, param4=Effect ID on channel #3, param5=Effect ID on channel #4]
- 24 Same as 20
- 25 Same as 21
- 26 Same as 22
- 27 Same as 23
- 28 Play a sound effect on channel #1 [param1=Panning, param2=Effect ID]
- 29 Play a sound effect on channel #2 [param1=Panning, param2=Effect ID]
- 2A Play a sound effect on channel #3 [param1=Panning, param2=Effect ID]
- 2B Play a sound effect on channel #4 [param1=Panning, param2=Effect ID]
- 30 Play a sound effect on channel #5 with centre panning
- 98 Resumes music and sound effects
- 99 Pauses music and sound effects
- 9A Resumes only the music
- 9B Pauses only the music
- 9C Resumes only sound effects
- 9D Pauses only sound effects
- A0 Volume control (channel #1) [param1=Volume]
- A1 Volume control (channel #2) [param1=Volume]
- A2 Volume control (channel #3) [param1=Volume]
- A3 Volume control (channel #4) [param1=Volume]
- A4 Volume transition (channel #1) [param1=Transition time, param2=Target volume]
- A5 Volume transition (channel #2) [param1=Transition time, param2=Target volume]
- A6 Volume transition (channel #3) [param1=Transition time, param2=Target volume]
- A7 Volume transition (channel #4) [param1=Transition time, param2=Target volume]
- A8 Pan control (channel #1) [param1=Panning]
- A9 Pan control (channel #2) [param1=Panning]
- AA Pan control (channel #3) [param1=Panning]
- AB Pan control (channel #4) [param1=Panning]
- AC Pan transition (channel #1) [param1=Transition time, param2=Target panning]
- AD Pan transition (channel #2) [param1=Transition time, param2=Target panning]
- AE Pan transition (channel #3) [param1=Transition time, param2=Target panning]
- AF Pan transition (channel #4) [param1=Transition time, param2=Target panning]
- B0 Tempo control (channel #1) [param1=Tempo]
- B1 Tempo control (channel #2) [param1=Tempo]
- B2 Tempo control (channel #3) [param1=Tempo]
- B3 Tempo control (channel #4) [param1=Tempo]
- B4 Tempo transition (channel #1) [param1=Transition time, param2=Target tempo]
- B5 Tempo transition (channel #2) [param1=Transition time, param2=Target tempo]
- B6 Tempo transition (channel #3) [param1=Transition time, param2=Target tempo]
- B7 Tempo transition (channel #4) [param1=Transition time, param2=Target tempo]
- B8 Volume control for channel #1 to #4 [param1=Volume]
- B9 Volume transition for channel #1 to #4 [param1=Transition time, param2=Target volume]
- BA Pan control for channel #1 to #4 [param1=Panning]
- BB Pan transition for channel #1 to #4 [param1=Transition time, param2=Target panning]
- BC Tempo control for channel #1 to #4 [param1=Tempo]
- BD Tempo transition for channel #1 to #4 [param1=Transition time, param2=Target tempo]
- C0 Music volume [param1=Volume]
- C1 Music volume transition [param1=Transition time, param2=Target volume]
- C2 Music From-To volume transition [param1=Transition time, param2=Starting volume, param3=Ending volume]
- C8 Music balance [param1=balance]
- C9 Music balance transition [param1=Transition time, param2=Target balance]
- CA Music From-To balance transition [param1=Transition time, param2=Starting balance, param3=Ending balance]
- D0 Music tempo [param1=Tempo]
- D1 Music tempo transition [param1=Transition time, param2=Target tempo]
- D2 Music From-To tempo transition [param1=Transition time, param2=Starting tempo, param3=Ending tempo]
- F0 Stop music
- F1 Stop sound effects (channel #1 to #4)
Please Note
Channel #5 (used from operation 0x30) is dedicated to the menu and should not be used for anything else.
All transitions use the formula Transition_time (in seconds) = param1 / 60.
The pan (audio L/R balance) value range is 0 to 127, where 0 is fully left, 64 is centre, and 127 is fully right.
The maximum volume is 127.
The tempo value range is 0 to 127. The normal tempo is 0.
Operations 0x10/14/18/19 do not work on the PSX game from field script [CURRENTLY CHECKING THIS].
Operations 0xC8/C9/CA are not implemented in the PSX version or PC version despite the field script calling them.