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