Difference between revisions of "FF7/Field/Script/Opcodes/F2 AKAO"

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Revision as of 12:34, 4 April 2018

  • Opcode: 0xF2
  • Short name: AKAO
  • Long name: Sound Operation (byte param1)

Memory layout

0xF2 B1 / B2 B3 / B4 0 / B6 Op Param1 Param2 Param3 Param4 Param5

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.