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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
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GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -353,9 +353,9 @@ void EnFr_DivingIntoWater(EnFr* this, PlayState* play) {
EffectSsGSplash_Spawn(play, &vec, NULL, NULL, 1, 1);
if (this->isBelowWaterSurfaceCurrent == false) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
}
}
}
@ -479,7 +479,7 @@ void EnFr_JumpingUp(EnFr* this, PlayState* play) {
this->actor.velocity.y = 25.0f;
if (this->isJumpingToFrogSong) {
this->isJumpingToFrogSong = false;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_EAT);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_EAT);
}
}
@ -600,7 +600,7 @@ s32 EnFr_SetupJumpingUp(EnFr* this, s32 frogIndex) {
frog->isJumpingToFrogSong = true;
}
frog->isJumpingUp = true;
Audio_PlaySoundTransposed(&frog->actor.projectedPos, NA_SE_EV_FROG_JUMP, semitone);
Audio_PlaySfxTransposed(&frog->actor.projectedPos, NA_SE_EV_FROG_JUMP, semitone);
return true;
} else {
return false;
@ -741,7 +741,7 @@ void EnFr_ChildSong(EnFr* this, PlayState* play) {
if (frog->actionFunc == EnFr_ChooseJumpFromLogSpot) {
frog->isJumpingUp = true;
frog->isActive = true;
Audio_PlayActorSound2(&frog->actor, NA_SE_EV_FROG_GROW_UP);
Audio_PlayActorSfx2(&frog->actor, NA_SE_EV_FROG_GROW_UP);
this->actionFunc = EnFr_ChildSongFirstTime;
} else {
this->jumpCounter = 48;
@ -1009,7 +1009,7 @@ void EnFr_Deactivate(EnFr* this, PlayState* play) {
}
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FROG_CRY_0);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FROG_CRY_0);
if (this->reward == GI_NONE) {
this->actionFunc = EnFr_Idle;
} else {