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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>
This commit is contained in:
engineer124 2022-07-30 07:05:27 -06:00 committed by GitHub
parent 1652b7e5d7
commit 1d19f37b26
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -1688,11 +1688,11 @@ void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4)
}
void func_8002F7DC(Actor* actor, u16 sfxId) {
Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(sfxId, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}
void Audio_PlayActorSound2(Actor* actor, u16 sfxId) {
void Audio_PlayActorSfx2(Actor* actor, u16 sfxId) {
func_80078914(&actor->projectedPos, sfxId);
}
@ -1753,7 +1753,7 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
if (func_80041D4C(&play->colCtx, poly, bgId) == 8) {
play->roomCtx.unk_74[0] = 1;
CollisionCheck_BlueBlood(play, NULL, pos);
Audio_PlayActorSound2(actor, NA_SE_IT_WALL_HIT_BUYO);
Audio_PlayActorSfx2(actor, NA_SE_IT_WALL_HIT_BUYO);
return true;
}
@ -2235,8 +2235,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
void func_80030ED8(Actor* actor) {
if (actor->flags & ACTOR_FLAG_19) {
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (actor->flags & ACTOR_FLAG_20) {
func_80078884(actor->sfx);
} else if (actor->flags & ACTOR_FLAG_21) {
@ -3033,7 +3033,7 @@ Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory) {
*/
void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
play->actorCtx.freezeFlashTimer = 5;
SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
SfxSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
}
s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
@ -3617,7 +3617,7 @@ void func_8003424C(PlayState* play, Vec3f* arg1) {
void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration) {
if ((colorFlag == 0x8000) && !(colorIntensityMax & 0x8000)) {
Audio_PlayActorSound2(actor, NA_SE_EN_LIGHT_ARROW_HIT);
Audio_PlayActorSfx2(actor, NA_SE_EN_LIGHT_ARROW_HIT);
}
actor->colorFilterParams = colorFlag | xluFlag | ((colorIntensityMax & 0xF8) << 5) | duration;
@ -4984,8 +4984,8 @@ void func_80036E50(u16 textId, s16 arg1) {
Flags_SetInfTable(INFTABLE_0C);
return;
case 0x1033:
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Flags_SetEventChkInf(EVENTCHKINF_04);
Flags_SetInfTable(INFTABLE_0E);
return;
@ -5448,8 +5448,8 @@ s32 func_80037CB8(PlayState* play, Actor* actor, s16 arg2) {
case TEXT_STATE_CHOICE:
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play) && func_80037C94(play, actor, arg2)) {
Audio_PlaySoundGeneral(NA_SE_SY_CANCEL, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_SY_CANCEL, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
msgCtx->msgMode = MSGMODE_TEXT_CLOSING;
ret = true;
}