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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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parent
1652b7e5d7
commit
1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -383,9 +383,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->fogMode = 1;
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}
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if (this->timers[0] < 50) {
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Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
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Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
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}
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@ -405,8 +404,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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case BFD_CS_LOOK_GROUND:
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this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
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Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
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Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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if (this->timers[0] == 0) {
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this->introState = BFD_CS_COLLAPSE;
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this->subCamEyeNext.x = player2->actor.world.pos.x + 100.0f + 300.0f;
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@ -426,8 +425,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->subCamAccel = 0.005f;
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this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
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Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
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Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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if (this->timers[0] == 100) {
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this->platformSignal = VBSIMA_COLLAPSE;
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}
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@ -463,9 +462,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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osSyncPrintf("WAY_SPD Y = %f\n", this->subCamAtVel.y);
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osSyncPrintf("WAY_SPD Z = %f\n", this->subCamAtVel.z);
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if ((this->timers[3] > 190) && !GET_EVENTCHKINF(EVENTCHKINF_73)) {
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Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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if (this->timers[3] == 190) {
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this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
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@ -673,9 +671,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
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this->fwork[BFD_CEILING_BOUNCE] = -18384.0f;
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this->timers[1] = 10;
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Audio_PlaySoundGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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func_80033E1C(play, 3, 0xA, 0x7530);
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this->work[BFD_ROCK_TIMER] = 300;
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}
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@ -774,9 +771,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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sp150 = 1;
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if (this->work[BFD_MOVE_TIMER] & 0x1C) {
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Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_BURN - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_BURN - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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for (i1 = 0; i1 < sp150; i1++) {
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if (sp150) { // Needed for matching
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@ -848,9 +844,9 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->work[BFD_CEILING_TARGET]++;
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this->timers[1] = 60;
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this->work[BFD_CAM_SHAKE_TIMER] = 20;
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Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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func_8002DF54(play, &this->actor, 5);
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for (i1 = 0; i1 < 15; i1++) {
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Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
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@ -891,8 +887,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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Vec3f sp114 = { 0.0f, 0.0f, 0.0f };
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Vec3f sp108 = { 0.0f, 0.03f, 0.0f };
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Audio_PlaySoundGeneral(NA_SE_EN_GOMA_LAST - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_GOMA_LAST - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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sp120.x = Rand_CenteredFloat(40.0f) + this->actor.world.pos.x;
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sp120.y = (Rand_CenteredFloat(10.0f) + this->actor.world.pos.y) - 10.0f;
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@ -1135,8 +1131,8 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
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if (this->work[BFD_ROAR_TIMER] != 0) {
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if (this->work[BFD_ROAR_TIMER] == 37) {
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Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_ROAR, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_ROAR, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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jawAngle = 6000.0f;
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jawSpeed = 1300.0f;
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@ -1156,8 +1152,8 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
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Vec3f spawnPos1;
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s32 pad;
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Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_APPEAR - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_APPEAR - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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if (this->work[BFD_SPLASH_TIMER] != 0) {
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this->work[BFD_SPLASH_TIMER]--;
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if ((this->actor.colChkInfo.health == 0) ||
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@ -1234,8 +1230,8 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
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this->fogMode = 2;
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spawnSpeed2.z = 30.0f;
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Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_FIRE - SFX_FLAG, &sFireAudioVec, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_FIRE - SFX_FLAG, &sFireAudioVec, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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spawnPos2 = this->headPos;
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spawnAngleY = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
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@ -1297,8 +1293,8 @@ void BossFd_CollisionCheck(BossFd* this, PlayState* play) {
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}
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this->work[BFD_DAMAGE_FLASH_TIMER] = 10;
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this->work[BFD_INVINC_TIMER] = 20;
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Audio_PlaySoundGeneral(NA_SE_EN_VALVAISA_DAMAGE1, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_DAMAGE1, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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