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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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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -490,7 +490,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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swingRateAccel = 30.0f;
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swingSizeAccel = 60.0f;
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if (((this->sfxTimer % 16) == 0) && (this->timers[0] < 30)) {
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Audio_PlaySoundIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE, gMorphaTransposeTable);
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Audio_PlaySfxIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE, gMorphaTransposeTable);
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}
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} else if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_SHAKE) {
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if (this->timers[0] > 40) {
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@ -503,8 +503,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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swingRateAccel = 30.0f;
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swingSizeAccel = 60.0f;
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if ((this->sfxTimer % 32) == 0) {
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Audio_PlaySoundIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE,
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gMorphaTransposeTable);
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Audio_PlaySfxIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE, gMorphaTransposeTable);
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func_800AA000(0, 100, 5, 2);
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func_8002F7DC(&player->actor, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
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}
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@ -518,8 +517,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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swingRateAccel = 70.0f;
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swingSizeAccel = 70.0f;
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if ((this->sfxTimer % 16) == 0) {
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Audio_PlaySoundIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE,
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gMorphaTransposeTable);
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Audio_PlaySfxIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE, gMorphaTransposeTable);
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func_800AA000(0, 160, 5, 4);
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func_8002F7DC(&player->actor, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
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}
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@ -732,9 +730,9 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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player->actor.parent = &this->actor;
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this->work[MO_TENT_ACTION_STATE] = MO_TENT_GRAB;
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func_80078914(&this->tentTipPos, NA_SE_EN_MOFER_CATCH);
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Audio_PlaySoundGeneral(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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} else {
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this->work[MO_TENT_ACTION_STATE] = MO_TENT_READY;
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this->tentMaxAngle = .001f;
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@ -1548,7 +1546,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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Math_ApproachF(&this->subCamEye.y, 100.0f, 0.05f, 2.0f);
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this->subCamAt = this->subCamAtNext = this->actor.world.pos;
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if (this->timers[0] > 20) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_DEAD - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_DEAD - SFX_FLAG);
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}
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if (this->timers[0] == 20) {
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for (i = 0; i < 300; i++) {
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@ -1564,8 +1562,8 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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}
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this->drawActor = false;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 70, NA_SE_EN_MOFER_LASTVOICE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 70, NA_SE_EN_MOFER_LASTVOICE);
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}
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if (this->timers[0] == 0) {
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this->csState = MO_DEATH_DRAIN_WATER_1;
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@ -1769,7 +1767,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000;
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this->work[MO_CORE_DMG_FLASH_TIMER] = 15;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_DAMAGE);
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this->actor.colChkInfo.health -= damage;
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this->hitCount++;
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if ((s8)this->actor.colChkInfo.health <= 0) {
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@ -2069,7 +2067,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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}
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} else {
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this->timers[1] = 2;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_LAND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_LAND);
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for (i = 0; i < 10; i++) {
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effectVelocity.x = Rand_CenteredFloat(4.0f);
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effectVelocity.y = Rand_ZeroFloat(2.0f) + 3.0f;
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@ -2090,7 +2088,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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} else if (this->actor.world.pos.y < MO_WATER_LEVEL(play)) {
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this->actor.velocity.y = BossMo_NearLand(&this->actor.world.pos, 40.0f) ? 15.0f : 6.0f;
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if ((this->actor.world.pos.y + 15.0f) >= MO_WATER_LEVEL(play)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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}
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}
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} else if (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_MOVE) {
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@ -2124,7 +2122,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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if (this->timers[0] == 0) {
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this->work[MO_CORE_WAIT_IN_WATER] = false;
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this->timers[0] = (s16)Rand_ZeroFloat(20.0f) + 20;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_MOVE_WT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_MOVE_WT);
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}
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break;
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}
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@ -2156,9 +2154,9 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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}
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if ((this->actor.world.pos.y < MO_WATER_LEVEL(play)) && (MO_WATER_LEVEL(play) <= this->actor.prevPos.y)) {
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if (this->actor.velocity.y < -5.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MOFER_CORE_SMJUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MOFER_CORE_SMJUMP);
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}
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if ((this->timers[3] != 0) || ((sMorphaTent1->fwork[MO_TENT_MAX_STRETCH] > 0.2f) &&
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(fabsf(this->actor.world.pos.x - sMorphaTent1->actor.world.pos.x) < 30.0f) &&
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