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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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@ -251,8 +251,8 @@ void EnBox_Fall(EnBox* this, PlayState* play) {
EnBox_SetupAction(this, EnBox_WaitOpen);
OnePointCutscene_EndCutscene(play, this->subCamId);
}
Audio_PlaySoundGeneral(NA_SE_EV_COFFIN_CAP_BOUND, &this->dyna.actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EV_COFFIN_CAP_BOUND, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
EnBox_SpawnDust(this, play);
}
yDiff = this->dyna.actor.world.pos.y - this->dyna.actor.floorHeight;
@ -361,8 +361,8 @@ void EnBox_AppearInit(EnBox* this, PlayState* play) {
this->unk_1A8 = 0;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
this->dyna.actor.home.pos.z, 0, 0, 0, DEMOKANKYO_SPARKLES);
Audio_PlaySoundGeneral(NA_SE_EV_TRE_BOX_APPEAR, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EV_TRE_BOX_APPEAR, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
@ -433,7 +433,7 @@ void EnBox_WaitOpen(EnBox* this, PlayState* play) {
}
/**
* Plays an animation to its end, playing sounds at key points
* Plays an animation to its end, playing sound effects at key points
*/
void EnBox_Open(EnBox* this, PlayState* play) {
u16 sfxId;
@ -464,8 +464,8 @@ void EnBox_Open(EnBox* this, PlayState* play) {
}
if (sfxId != 0) {
Audio_PlaySoundGeneral(sfxId, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(sfxId, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
if (this->skelanime.jointTable[3].z > 0) {