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