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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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321 changed files with 2879 additions and 2904 deletions
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@ -86,24 +86,24 @@ s32 DemoIk_GetIndexFromParams(s32 params) {
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return ret;
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}
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void DemoIk_Type1PlaySound(DemoIk* this) {
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void DemoIk_Type1PlaySfx(DemoIk* this) {
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switch (this->actor.params) {
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case 0:
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if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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break;
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case 1:
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if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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break;
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case 2:
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if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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break;
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}
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@ -248,7 +248,7 @@ void DemoIk_Type1Action1(DemoIk* this, PlayState* play) {
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void DemoIk_Type1Action2(DemoIk* this, PlayState* play) {
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DemoIk_UpdateSkelAnime(this);
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DemoIk_Type1PlaySound(this);
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DemoIk_Type1PlaySfx(this);
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DemoIk_SetMove(this, play);
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DemoIk_BgCheck(this, play);
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DemoIk_SpawnDeadDb(this, play);
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@ -322,20 +322,20 @@ void DemoIk_Type2Init(DemoIk* this, PlayState* play) {
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this->drawMode = 0;
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}
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void DemoIk_Type2PlaySoundOnFrame(DemoIk* this, f32 frame) {
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void DemoIk_Type2PlaySfxOnFrame(DemoIk* this, f32 frame) {
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if (Animation_OnFrame(&this->skelAnime, frame)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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void DemoIk_Type2PlaySound(DemoIk* this) {
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void DemoIk_Type2PlaySfx(DemoIk* this) {
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switch (this->actor.params) {
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case 3:
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DemoIk_Type2PlaySoundOnFrame(this, 33.0f);
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DemoIk_Type2PlaySfxOnFrame(this, 33.0f);
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break;
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case 5:
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DemoIk_Type2PlaySoundOnFrame(this, 44.0f);
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DemoIk_Type2PlaySfxOnFrame(this, 44.0f);
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break;
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}
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}
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@ -398,7 +398,7 @@ void DemoIk_Type2Action1(DemoIk* this, PlayState* play) {
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void DemoIk_Type2Action2(DemoIk* this, PlayState* play) {
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DemoIk_UpdateSkelAnime(this);
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DemoIk_Type2PlaySound(this);
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DemoIk_Type2PlaySfx(this);
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func_80984048(this, play);
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}
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