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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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@ -611,8 +611,8 @@ s16 EnGo2_GetStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
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FALLTHROUGH;
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case 0x3054:
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if (dialogState == TEXT_STATE_NONE) {
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Audio_PlaySoundGeneral(NA_SE_SY_TRE_BOX_APPEAR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_SY_TRE_BOX_APPEAR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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break;
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}
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@ -893,8 +893,8 @@ s32 func_80A44AB0(EnGo2* this, PlayState* play) {
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return false;
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} else {
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if (this->collider.base.acFlags & AC_HIT) {
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Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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this->actor.flags &= ~ACTOR_FLAG_24;
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this->collider.base.acFlags &= ~AC_HIT;
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EnGo2_StopRolling(this, play);
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@ -912,7 +912,7 @@ s32 func_80A44AB0(EnGo2* this, PlayState* play) {
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play->damagePlayer(play, -4);
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func_8002F71C(play, &this->actor, arg2, this->actor.yawTowardsPlayer, 6.0f);
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
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this->collider.base.ocFlags1 &= ~OC1_TYPE_PLAYER;
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}
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}
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@ -1000,15 +1000,15 @@ s32 EnGo2_IsRollingOnGround(EnGo2* this, s16 arg1, f32 arg2, s16 arg3) {
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} else {
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this->actor.world.pos.y =
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(this->unk_590 & 1) ? this->actor.world.pos.y + 1.5f : this->actor.world.pos.y - 1.5f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BIGBALL_ROLL - SFX_FLAG);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BIGBALL_ROLL - SFX_FLAG);
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return true;
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}
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}
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if (this->unk_59C >= 2) {
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Audio_PlayActorSound2(&this->actor, (this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG
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? NA_SE_EN_GOLON_LAND_BIG
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: NA_SE_EN_DODO_M_GND);
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Audio_PlayActorSfx2(&this->actor, (this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG
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? NA_SE_EN_GOLON_LAND_BIG
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: NA_SE_EN_DODO_M_GND);
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}
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this->unk_59C--;
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@ -1276,17 +1276,17 @@ void EnGo2_SitDownAnimation(EnGo2* this) {
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if ((this->skelAnime.playSpeed != 0.0f) && (this->skelAnime.animation == &gGoronAnim_004930)) {
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if (this->skelAnime.playSpeed > 0.0f && this->skelAnime.curFrame == 14.0f) {
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if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_SIT_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_SIT_DOWN);
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} else {
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func_800F4524(&gSfxDefaultPos, NA_SE_EN_GOLON_SIT_DOWN, 60);
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}
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}
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if (this->skelAnime.playSpeed < 0.0f) {
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if (this->skelAnime.curFrame == 1.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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if (this->skelAnime.curFrame == 40.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_SIT_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_SIT_DOWN);
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}
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}
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}
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@ -1319,7 +1319,7 @@ void EnGo2_RollingAnimation(EnGo2* this, PlayState* play) {
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void EnGo2_WakeUp(EnGo2* this, PlayState* play) {
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if (this->skelAnime.playSpeed == 0.0f) {
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if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_WAKE_UP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_WAKE_UP);
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} else {
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func_800F4524(&gSfxDefaultPos, NA_SE_EN_GOLON_WAKE_UP, 60);
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}
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@ -1468,7 +1468,7 @@ void EnGo2_GoronLinkAnimation(EnGo2* this, PlayState* play) {
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if (this->skelAnime.animation == &gGoronAnim_000750) {
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if (this->skelAnime.curFrame == 20.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_CRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_CRY);
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}
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}
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@ -1931,7 +1931,7 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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case 2: // Walking away
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if (DECR(this->animTimer)) {
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if (!(this->animTimer % 8)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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}
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Actor_MoveForward(&this->actor);
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} else {
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@ -1948,13 +1948,13 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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case 3: // Walking away
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this->animTimer++;
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if (!(this->animTimer % 8) && (this->animTimer < 10)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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}
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if (this->animTimer == 10) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_IRON_DOOR_OPEN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_IRON_DOOR_OPEN);
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}
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if (this->animTimer > 44) {
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_IRON_DOOR_CLOSE);
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SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_IRON_DOOR_CLOSE);
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} else {
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break;
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}
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