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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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1652b7e5d7
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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -277,7 +277,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
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this->skelAnime.playSpeed = 1.0f;
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this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaEmergeAnim);
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this->work[FD2_ACTION_STATE] = 2;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->timers[0] = 15;
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this->actor.world.pos.y = 150.0f;
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@ -295,7 +295,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0);
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if ((this->timers[0] == 1) && (this->actor.xzDistToPlayer < 120.0f)) {
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func_8002F6D4(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
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BossFd2_SetupIdle(this, play);
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@ -413,7 +413,7 @@ void BossFd2_BreatheFire(BossFd2* this, PlayState* play) {
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if (this->skelAnime.curFrame == 25.0f) {
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play->envCtx.lightBlend = 0.0f;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_FIRE - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_FIRE - SFX_FLAG);
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if (this->skelAnime.curFrame > 50) {
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breathOpacity = (70.0f - this->skelAnime.curFrame) * 12.0f;
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} else {
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@ -503,8 +503,8 @@ void BossFd2_SetupClawSwipe(BossFd2* this, PlayState* play) {
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void BossFd2_ClawSwipe(BossFd2* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_SW_NAIL);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_SW_NAIL);
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}
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if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
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BossFd2_SetupBurrow(this, play);
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@ -528,7 +528,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
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switch (this->work[FD2_ACTION_STATE]) {
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case 0:
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if (Animation_OnFrame(&this->skelAnime, 13.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_MAHI2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_MAHI2);
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}
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if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME] - 3.0f)) {
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for (i = 0; i < 25; i++) {
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@ -549,7 +549,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
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BossFd2_SpawnDust(bossFd->effects, &spawnPos, &spawnVel, &spawnAccel,
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Rand_ZeroFloat(100.0f) + 300.0f);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_LAND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_LAND);
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}
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if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
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Animation_MorphToLoop(&this->skelAnime, &gHoleVolvagiaVulnerableAnim, -5.0f);
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@ -559,7 +559,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
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break;
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case 1:
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if ((this->work[FD2_VAR_TIMER] & 0xF) == 0xF) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_KNOCKOUT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_KNOCKOUT);
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}
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if (this->timers[0] == 0) {
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BossFd2_SetupBurrow(this, play);
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@ -588,7 +588,7 @@ void BossFd2_Damaged(BossFd2* this, PlayState* play) {
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}
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} else if (this->work[FD2_ACTION_STATE] == 1) {
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if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
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}
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if (Animation_OnFrame(&this->skelAnime, 20.0f)) {
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bossFd->timers[4] = 30;
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@ -690,7 +690,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
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Audio_StopSfxById(NA_SE_EN_VALVAISA_DEAD);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
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}
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Math_ApproachF(&this->skelAnime.playSpeed, retreatSpeed, 1.0f, 1.0f);
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Matrix_RotateY(BINANG_TO_RAD_ALT(this->actor.yawTowardsPlayer) + 0.2f, MTXMODE_NEW);
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@ -815,7 +815,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
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if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {
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this->collider.elements[i].info.toucherFlags &= ~TOUCH_HIT;
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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}
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}
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@ -841,7 +841,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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BossFd2_SetupVulnerable(this, play);
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this->work[FD2_INVINC_TIMER] = 30;
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this->work[FD2_DAMAGE_FLASH_TIMER] = 5;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_MAHI1);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_MAHI1);
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for (i = 0; i < 30; i++) {
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Vec3f debrisVel = { 0.0f, 0.0f, 0.0f };
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Vec3f debrisAccel = { 0.0f, -1.0f, 0.0f };
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@ -885,13 +885,13 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
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this->work[FD2_INVINC_TIMER] = 30000;
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Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
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Enemy_StartFinishingBlow(play, &this->actor);
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} else if (damage) {
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BossFd2_SetupDamaged(this, play);
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this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
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this->work[FD2_INVINC_TIMER] = 100;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE1);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE1);
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}
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if (damage) {
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for (i = 0; i < 30; i++) {
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