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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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@ -156,11 +156,11 @@ void func_80A4E470(EnGs* this, PlayState* play) {
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(play->msgCtx.unk_E3F2 == OCARINA_SONG_TIME)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
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this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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} else if (play->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
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this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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}
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this->unk_19D = 0;
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Flags_SetSwitch(play, (this->actor.params >> 8) & 0x3F);
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@ -211,7 +211,7 @@ f32 func_80A4E754(EnGs* this, PlayState* play, f32* arg2, f32* arg3, u16* arg4,
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void func_80A4E910(EnGs* this, PlayState* play) {
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if (this->unk_19F == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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this->unk_200 = 0;
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this->unk_19F = 1;
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this->unk_1E8 = 0.5f;
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@ -228,7 +228,7 @@ void func_80A4E910(EnGs* this, PlayState* play) {
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void func_80A4EA08(EnGs* this, PlayState* play) {
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if (this->unk_19F == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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this->unk_1E8 = 0.3f;
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this->unk_1EC = 0.0f;
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this->unk_200 = 0;
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@ -272,7 +272,7 @@ void func_80A4EB3C(EnGs* this, PlayState* play) {
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this->unk_1E8 = 0.5f;
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this->unk_1EC = 0.0f;
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this->unk_200 = 0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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this->unk_19F++;
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}
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} else if (this->unk_19F == 4) {
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@ -318,14 +318,14 @@ void func_80A4ED34(EnGs* this, PlayState* play) {
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if (this->unk_200 < 20) {
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Color_RGBA8_Copy(&this->flashColor, &flashRed);
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if ((this->unk_200 % 20) == 7) {
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Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_E, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_SY_WARNING_COUNT_E, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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} else {
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Color_RGBA8_Copy(&this->flashColor, &flashBlue);
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if ((this->unk_200 % 20) == 7) {
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Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_SY_WARNING_COUNT_N, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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@ -365,7 +365,7 @@ void func_80A4ED34(EnGs* this, PlayState* play) {
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bomb2Pos.x = this->actor.world.pos.x;
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bomb2Pos.y = this->actor.world.pos.y;
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bomb2Pos.z = this->actor.world.pos.z;
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
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EffectSsBomb2_SpawnLayered(play, &bomb2Pos, &bomb2Velocity, &bomb2Accel, 100, 20);
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this->unk_200 = 10;
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this->unk_19E |= 8;
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@ -412,7 +412,7 @@ void func_80A4F13C(EnGs* this, PlayState* play) {
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this->unk_1EC = 1.5f;
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this->unk_1F0 = this->unk_1B4[1].y - 1.0f;
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this->unk_1F4 = -0.3f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_STONE_GROW_UP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_STONE_GROW_UP);
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this->unk_19F = 3;
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}
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}
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@ -460,7 +460,7 @@ void func_80A4F13C(EnGs* this, PlayState* play) {
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this->unk_1F4 = 0;
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this->unk_1F8 = 0.5f;
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this->unk_1FC = 0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALKID_ATTACK);
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this->unk_19F = 6;
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}
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}
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@ -479,7 +479,7 @@ void func_80A4F13C(EnGs* this, PlayState* play) {
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}
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}
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if ((u16)this->unk_1A0[0].y < (u16)tmp2) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_STONE_ROLLING);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EV_STONE_ROLLING);
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}
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}
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