1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-21 06:21:16 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

View file

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