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Rename "Sound" to "Sfx" (#1292)
* First attempt * More * rename * more sound -> sfx / sound effect (#7) * PR Suggestions * PR Suggestions * Small fix Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com>
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321 changed files with 2879 additions and 2904 deletions
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@ -320,7 +320,7 @@ void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac
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void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
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void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
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s32 arg14, s16 playSound);
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s32 arg14, s16 playSfx);
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void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
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s32 life);
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@ -443,7 +443,7 @@ void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F7DC(Actor* actor, u16 sfxId);
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void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
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void Audio_PlayActorSfx2(Actor* actor, u16 sfxId);
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void func_8002F850(PlayState* play, Actor* actor);
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void func_8002F8F0(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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@ -795,7 +795,7 @@ void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
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@ -825,9 +825,9 @@ void Cutscene_HandleConditionalTriggers(PlayState* play);
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void Cutscene_SetSegment(PlayState* play, void* segment);
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void* MemCpy(void* dest, const void* src, s32 len);
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void GetItem_Draw(PlayState* play, s16 drawId);
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void SoundSource_InitAll(PlayState* play);
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void SoundSource_UpdateAll(PlayState* play);
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void SoundSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
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void SfxSource_InitAll(PlayState* play);
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void SfxSource_UpdateAll(PlayState* play);
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void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
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u16 ElfMessage_GetSariaText(PlayState* play);
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u16 ElfMessage_GetCUpText(PlayState* play);
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u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet);
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@ -1901,10 +1901,10 @@ void AudioOcarina_PlayLongScarecrowAfterCredits(void);
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void AudioDebug_Draw(GfxPrint* printer);
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void AudioDebug_ScrPrt(const char* str, u16 num);
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void func_800F3054(void);
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void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx);
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void Audio_SetSfxProperties(u8 bankId, u8 entryIdx, u8 channelIdx);
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void Audio_PlayCutsceneEffectsSequence(u8 csEffectType);
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void func_800F4010(Vec3f* pos, u16 sfxId, f32);
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void Audio_PlaySoundRandom(Vec3f* pos, u16 baseSfxId, u8 randLim);
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void Audio_PlaySfxRandom(Vec3f* pos, u16 baseSfxId, u8 randLim);
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void func_800F4138(Vec3f* pos, u16 sfxId, f32);
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void func_800F4190(Vec3f* pos, u16 sfxId);
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void func_800F436C(Vec3f* pos, u16 sfxId, f32 arg2);
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@ -1912,16 +1912,16 @@ void func_800F4414(Vec3f* pos, u16 sfxId, f32);
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void func_800F44EC(s8 arg0, s8 arg1);
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void func_800F4524(Vec3f* pos, u16 sfxId, s8 arg2);
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void func_800F4254(Vec3f* pos, u8 level);
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void Audio_PlaySoundRiver(Vec3f* pos, f32 freqScale);
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void Audio_PlaySoundWaterfall(Vec3f* pos, f32 freqScale);
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void Audio_PlaySfxRiver(Vec3f* pos, f32 freqScale);
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void Audio_PlaySfxWaterfall(Vec3f* pos, f32 freqScale);
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void func_800F47BC(void);
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void func_800F47FC(void);
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void func_800F483C(u8 targetVol, u8 volFadeTimer);
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void Audio_SetGanonsTowerBgmVolumeLevel(u8 ganonsTowerLevel);
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void Audio_LowerMainBgmVolume(u8 volume);
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void Audio_PlaySoundIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
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void Audio_PlaySfxIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
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void Audio_ResetIncreasingTranspose(void);
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void Audio_PlaySoundTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
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void Audio_PlaySfxTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
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void func_800F4C58(Vec3f* pos, u16 sfxId, u8);
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void func_800F4E30(Vec3f* pos, f32);
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void Audio_ClearSariaBgm(void);
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@ -1953,7 +1953,7 @@ void func_800F6700(s8 audioSetting);
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void Audio_SetBaseFilter(u8);
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void Audio_SetExtraFilter(u8);
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void Audio_SetCutsceneFlag(s8 flag);
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void Audio_PlaySoundIfNotInCutscene(u16 sfxId);
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void Audio_PlaySfxIfNotInCutscene(u16 sfxId);
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void func_800F6964(u16);
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void func_800F6AB0(u16);
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// ? Audio_DisableAllSeq(?);
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@ -1966,13 +1966,13 @@ void Audio_Init(void);
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void Audio_InitSound(void);
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void func_800F7170(void);
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void func_800F71BC(s32 arg0);
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void Audio_SetSoundBanksMute(u16 muteMask);
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void Audio_SetSfxBanksMute(u16 muteMask);
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void Audio_QueueSeqCmdMute(u8 channelIdx);
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void Audio_ClearBGMMute(u8 channelIdx);
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void Audio_PlaySoundGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
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void Audio_ProcessSoundRequest(void);
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void Audio_ChooseActiveSounds(u8 bankId);
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void Audio_PlayActiveSounds(u8 bankId);
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void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
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void Audio_ProcessSfxRequest(void);
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void Audio_ChooseActiveSfx(u8 bankId);
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void Audio_PlayActiveSfx(u8 bankId);
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void Audio_StopSfxByBank(u8 bankId);
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void func_800F8884(u8 bankId, Vec3f* pos);
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void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos);
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@ -1982,10 +1982,10 @@ void Audio_QueueSeqCmd(u32 cmd);
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void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId);
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void Audio_StopSfxByTokenAndId(u8 token, u16 sfxId);
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void Audio_StopSfxById(u32 sfxId);
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void Audio_ProcessSoundRequests(void);
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void Audio_ProcessSfxRequests(void);
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void func_800F8F88(void);
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u8 Audio_IsSfxPlaying(u32 sfxId);
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void Audio_ResetSounds(void);
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void Audio_ResetSfx(void);
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void func_800F9474(u8, u16);
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void func_800F94FC(u32);
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void Audio_ProcessSeqCmd(u32);
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