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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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@ -36,9 +36,9 @@ void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
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if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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// Play a sfx when the player toggles the camera
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Audio_PlaySoundGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
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&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
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&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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}
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Play_ChangeViewpointBgCamIndex(this);
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@ -259,7 +259,7 @@ void Play_Init(GameState* thisx) {
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func_80112098(this);
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Message_Init(this);
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GameOver_Init(this);
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SoundSource_InitAll(this);
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SfxSource_InitAll(this);
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Effect_InitContext(this);
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EffectSs_InitInfo(this, 0x55);
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CollisionCheck_InitContext(this, &this->colChkCtx);
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@ -752,9 +752,8 @@ void Play_Update(PlayState* this) {
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break;
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case TRANS_MODE_SANDSTORM:
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Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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if (this->transitionTrigger == TRANS_TRIGGER_END) {
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if (this->envCtx.sandstormPrimA < 110) {
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@ -788,9 +787,8 @@ void Play_Update(PlayState* this) {
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break;
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case TRANS_MODE_SANDSTORM_END:
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Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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if (this->transitionTrigger == TRANS_TRIGGER_END) {
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if (this->envCtx.sandstormPrimA <= 0) {
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@ -922,8 +920,8 @@ void Play_Update(PlayState* this) {
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// "Changing viewpoint is prohibited during the cutscene"
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osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST);
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} else if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
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Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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// C-Up toggle for houses, move between pivot camera and fixed camera
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// Toggle viewpoint between VIEWPOINT_LOCKED and VIEWPOINT_PIVOT
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@ -959,7 +957,7 @@ void Play_Update(PlayState* this) {
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AnimationContext_Update(this, &this->animationCtx);
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PLAY_LOG(3771);
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SoundSource_UpdateAll(this);
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SfxSource_UpdateAll(this);
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PLAY_LOG(3777);
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ShrinkWindow_Update(R_UPDATE_RATE);
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