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Document code_800F9280.c -> audio_seqcmd.c i.e. (Audio_QueueSeqCmd) (#1234)
* Document SoundSources * PR Suggestions * Duration timers to dec * `PlaySfxByPosAndId` -> `PlaySoundByPosition` * Begin importing docs from MM * Finish cleanup using code from MM * Start documenting commands * First attempt at thorough AudioSeqCmd wrappers * Improve names * Merge branch 'master' into audio_seqCmd fix name to minimize conflicts * Combine macros, implement them through repo * Improve docs * More progress, begin sequence command docs * seqcmd.h * More documentation of seqcmd.h * More docs * cleanup * More cleanup * More docs * VOL_SCALE_INDEX enum * missed enums * More Cleanup * docs * More docs * Add comments about sfxChannelLayout * More cleanup * Even better docs * Add a file description * small touchups * More cleanup of comments * more * More cleanup * More cleanup * Missing space * typos * Audio_SetVolumeScaleNow * More cleanup * Fill in enum * one more cleanup * Capitalize macros * remove AUDIO_ * cleanup * more cleanup * Small Fix * Add a lot of backticks for docs * Restructuring docs * More cleanup * swap channel args, cleanup * Typos * Many suggestions, revert filename * pr suggestions * even more PR * more pr suggestions * pr suggestion
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43 changed files with 1483 additions and 857 deletions
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@ -884,7 +884,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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BossFd2_SetupDeath(this, play);
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this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
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this->work[FD2_INVINC_TIMER] = 30000;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
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Enemy_StartFinishingBlow(play, &this->actor);
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} else if (damage) {
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