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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
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GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -383,9 +383,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
this->fogMode = 1;
}
if (this->timers[0] < 50) {
Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
}
@ -405,8 +404,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
case BFD_CS_LOOK_GROUND:
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->timers[0] == 0) {
this->introState = BFD_CS_COLLAPSE;
this->subCamEyeNext.x = player2->actor.world.pos.x + 100.0f + 300.0f;
@ -426,8 +425,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
this->subCamAccel = 0.005f;
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->timers[0] == 100) {
this->platformSignal = VBSIMA_COLLAPSE;
}
@ -463,9 +462,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
osSyncPrintf("WAY_SPD Y = %f\n", this->subCamAtVel.y);
osSyncPrintf("WAY_SPD Z = %f\n", this->subCamAtVel.z);
if ((this->timers[3] > 190) && !GET_EVENTCHKINF(EVENTCHKINF_73)) {
Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
if (this->timers[3] == 190) {
this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
@ -673,9 +671,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
this->fwork[BFD_CEILING_BOUNCE] = -18384.0f;
this->timers[1] = 10;
Audio_PlaySoundGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
func_80033E1C(play, 3, 0xA, 0x7530);
this->work[BFD_ROCK_TIMER] = 300;
}
@ -774,9 +771,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
sp150 = 1;
if (this->work[BFD_MOVE_TIMER] & 0x1C) {
Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_BURN - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_BURN - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
for (i1 = 0; i1 < sp150; i1++) {
if (sp150) { // Needed for matching
@ -848,9 +844,9 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
this->work[BFD_CEILING_TARGET]++;
this->timers[1] = 60;
this->work[BFD_CAM_SHAKE_TIMER] = 20;
Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
func_8002DF54(play, &this->actor, 5);
for (i1 = 0; i1 < 15; i1++) {
Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
@ -891,8 +887,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
Vec3f sp114 = { 0.0f, 0.0f, 0.0f };
Vec3f sp108 = { 0.0f, 0.03f, 0.0f };
Audio_PlaySoundGeneral(NA_SE_EN_GOMA_LAST - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_GOMA_LAST - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
sp120.x = Rand_CenteredFloat(40.0f) + this->actor.world.pos.x;
sp120.y = (Rand_CenteredFloat(10.0f) + this->actor.world.pos.y) - 10.0f;
@ -1135,8 +1131,8 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
if (this->work[BFD_ROAR_TIMER] != 0) {
if (this->work[BFD_ROAR_TIMER] == 37) {
Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_ROAR, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_ROAR, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
jawAngle = 6000.0f;
jawSpeed = 1300.0f;
@ -1156,8 +1152,8 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
Vec3f spawnPos1;
s32 pad;
Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_APPEAR - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_APPEAR - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->work[BFD_SPLASH_TIMER] != 0) {
this->work[BFD_SPLASH_TIMER]--;
if ((this->actor.colChkInfo.health == 0) ||
@ -1234,8 +1230,8 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
this->fogMode = 2;
spawnSpeed2.z = 30.0f;
Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_FIRE - SFX_FLAG, &sFireAudioVec, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_FIRE - SFX_FLAG, &sFireAudioVec, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
spawnPos2 = this->headPos;
spawnAngleY = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
@ -1297,8 +1293,8 @@ void BossFd_CollisionCheck(BossFd* this, PlayState* play) {
}
this->work[BFD_DAMAGE_FLASH_TIMER] = 10;
this->work[BFD_INVINC_TIMER] = 20;
Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_DAMAGE1, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_DAMAGE1, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}