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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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@ -1564,36 +1564,36 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* coll
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if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
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if (collider->actor == NULL) {
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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} else if (flags == TOUCH_SFX_NORMAL) { // collider->colType == COLTYPE_METAL
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_METAL, hitPos);
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if (collider->actor == NULL) {
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CollisionCheck_SpawnShieldParticlesMetal(play, hitPos);
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} else {
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CollisionCheck_SpawnShieldParticlesMetalSound(play, hitPos, &collider->actor->projectedPos);
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CollisionCheck_SpawnShieldParticlesMetalSfx(play, hitPos, &collider->actor->projectedPos);
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}
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} else if (flags == TOUCH_SFX_HARD) {
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
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if (collider->actor == NULL) {
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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} else if (flags == TOUCH_SFX_WOOD) {
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_DUST, hitPos);
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if (collider->actor == NULL) {
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Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &collider->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &collider->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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@ -1604,17 +1604,17 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* coll
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
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if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
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if (acInfo->elemType == ELEMTYPE_UNK0) {
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Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acInfo->elemType == ELEMTYPE_UNK1) {
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Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acInfo->elemType == ELEMTYPE_UNK2) {
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Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acInfo->elemType == ELEMTYPE_UNK3) {
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Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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return true;
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@ -1651,8 +1651,8 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* at, ColliderInfo* atIn
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} else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
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if (at->actor == NULL) {
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CollisionCheck_SpawnShieldParticles(play, hitPos);
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Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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CollisionCheck_SpawnShieldParticlesWood(play, hitPos, &at->actor->projectedPos);
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}
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@ -1665,11 +1665,11 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* at, ColliderInfo* atIn
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} else {
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
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if (ac->actor == NULL) {
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &ac->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &ac->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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@ -3391,32 +3391,32 @@ void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v) {
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}
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/**
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* Spawns streaks of light and makes a metallic sound
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* Spawns streaks of light and plays a metallic sound effect
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*/
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void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v) {
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CollisionCheck_SpawnShieldParticles(play, v);
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_SW, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_SW, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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/**
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* Spawns streaks of light and makes a metallic sound at the specified position
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* Spawns streaks of light and plays a metallic sound effect at the specified position
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*/
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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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CollisionCheck_SpawnShieldParticles(play, v);
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Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_SW, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_SW, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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}
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/**
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* Spawns streaks of light and makes a metallic sound
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* Spawns streaks of light and plays a metallic sound effect
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*/
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void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v) {
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CollisionCheck_SpawnShieldParticlesMetal(play, v);
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}
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/**
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* Spawns streaks of light and makes a wooden sound
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* Spawns streaks of light and plays a wooden sound effect
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*/
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void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos) {
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static EffectShieldParticleInit woodInit = {
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@ -3445,8 +3445,8 @@ void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* a
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woodInit.lightPoint.z = woodInit.position.z;
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Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &woodInit);
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Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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/**
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