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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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1652b7e5d7
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1d19f37b26
321 changed files with 2879 additions and 2904 deletions
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@ -728,7 +728,7 @@ void func_80A03610(EnElf* this, PlayState* play) {
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this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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EnElf_SpawnSparkles(this, play, 32);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
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}
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void func_80A03814(EnElf* this, PlayState* play) {
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@ -763,7 +763,7 @@ void func_80A03814(EnElf* this, PlayState* play) {
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func_80A02E30(this, &player->bodyPartsPos[PLAYER_BODYPART_WAIST]);
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this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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EnElf_SpawnSparkles(this, play, 32);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
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}
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void func_80A03990(EnElf* this, PlayState* play) {
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@ -788,7 +788,7 @@ void func_80A03990(EnElf* this, PlayState* play) {
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Actor_SetScale(&this->actor, (1.0f - (SQ(this->unk_2B4) * SQ(1.0f / 9.0f))) * 0.008f);
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this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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EnElf_SpawnSparkles(this, play, 32);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
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}
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void func_80A03AB0(EnElf* this, PlayState* play) {
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@ -863,13 +863,13 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
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}
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if ((play->sceneNum == SCENE_LINK_HOME) && (gSaveContext.sceneSetupIndex == 4)) {
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// play dash sound as Navi enters Links house in the intro
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// play dash sound effect as Navi enters Links house in the intro
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if (1) {}
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if (play->csCtx.frames == 55) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
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}
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// play dash sound in intervals as Navi is waking up Link in the intro
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// play dash sound effect in intervals as Navi is waking up Link in the intro
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if (this->unk_2A8 == 6) {
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if (this->fairyFlags & 0x40) {
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if (prevPos.y < this->actor.world.pos.y) {
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@ -878,7 +878,7 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
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} else {
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if (this->actor.world.pos.y < prevPos.y) {
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this->fairyFlags |= 0x40;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
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}
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}
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}
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@ -961,7 +961,7 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
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this->fairyFlags |= 2;
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if (this->unk_2C7 == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
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}
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this->unk_2C0 = 0x64;
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@ -1002,14 +1002,14 @@ void func_80A04414(EnElf* this, PlayState* play) {
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Actor* arrowPointedActor = play->actorCtx.targetCtx.arrowPointedActor;
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Player* player = GET_PLAYER(play);
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f32 transitionRate;
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u16 targetSound;
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u16 sfxId;
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if (play->actorCtx.targetCtx.unk_40 != 0.0f) {
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this->unk_2C6 = 0;
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this->unk_29C = 1.0f;
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if (this->unk_2C7 == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
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}
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} else {
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@ -1039,14 +1039,13 @@ void func_80A04414(EnElf* this, PlayState* play) {
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} else {
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if ((arrowPointedActor != NULL) && (player->unk_664 != NULL)) {
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if (arrowPointedActor->category == ACTORCAT_NPC) {
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targetSound = NA_SE_VO_NAVY_HELLO;
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sfxId = NA_SE_VO_NAVY_HELLO;
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} else {
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targetSound =
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(arrowPointedActor->category == ACTORCAT_ENEMY) ? NA_SE_VO_NAVY_ENEMY : NA_SE_VO_NAVY_HEAR;
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sfxId = (arrowPointedActor->category == ACTORCAT_ENEMY) ? NA_SE_VO_NAVY_ENEMY : NA_SE_VO_NAVY_HEAR;
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}
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if (this->unk_2C7 == 0) {
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Audio_PlayActorSound2(&this->actor, targetSound);
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Audio_PlayActorSfx2(&this->actor, sfxId);
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}
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this->fairyFlags |= 1;
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@ -1105,7 +1104,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
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temp = 0;
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} else {
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if (this->unk_2C7 == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_NAVY_VANISH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_NAVY_VANISH);
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}
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temp = 7;
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}
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@ -1149,7 +1148,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
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if (!(player->stateFlags2 & PLAYER_STATE2_20)) {
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temp = 7;
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if (this->unk_2C7 == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_NAVY_VANISH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_NAVY_VANISH);
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}
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}
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break;
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@ -1159,7 +1158,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
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this->unk_2C0 = 42;
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temp = 11;
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if (this->unk_2C7 == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
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}
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}
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break;
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