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

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@ -86,24 +86,24 @@ s32 DemoIk_GetIndexFromParams(s32 params) {
return ret;
}
void DemoIk_Type1PlaySound(DemoIk* this) {
void DemoIk_Type1PlaySfx(DemoIk* this) {
switch (this->actor.params) {
case 0:
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
break;
case 1:
if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
break;
case 2:
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
break;
}
@ -248,7 +248,7 @@ void DemoIk_Type1Action1(DemoIk* this, PlayState* play) {
void DemoIk_Type1Action2(DemoIk* this, PlayState* play) {
DemoIk_UpdateSkelAnime(this);
DemoIk_Type1PlaySound(this);
DemoIk_Type1PlaySfx(this);
DemoIk_SetMove(this, play);
DemoIk_BgCheck(this, play);
DemoIk_SpawnDeadDb(this, play);
@ -322,20 +322,20 @@ void DemoIk_Type2Init(DemoIk* this, PlayState* play) {
this->drawMode = 0;
}
void DemoIk_Type2PlaySoundOnFrame(DemoIk* this, f32 frame) {
void DemoIk_Type2PlaySfxOnFrame(DemoIk* this, f32 frame) {
if (Animation_OnFrame(&this->skelAnime, frame)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
void DemoIk_Type2PlaySound(DemoIk* this) {
void DemoIk_Type2PlaySfx(DemoIk* this) {
switch (this->actor.params) {
case 3:
DemoIk_Type2PlaySoundOnFrame(this, 33.0f);
DemoIk_Type2PlaySfxOnFrame(this, 33.0f);
break;
case 5:
DemoIk_Type2PlaySoundOnFrame(this, 44.0f);
DemoIk_Type2PlaySfxOnFrame(this, 44.0f);
break;
}
}
@ -398,7 +398,7 @@ void DemoIk_Type2Action1(DemoIk* this, PlayState* play) {
void DemoIk_Type2Action2(DemoIk* this, PlayState* play) {
DemoIk_UpdateSkelAnime(this);
DemoIk_Type2PlaySound(this);
DemoIk_Type2PlaySfx(this);
func_80984048(this, play);
}