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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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@ -288,14 +288,14 @@ void func_80A747C0(EnIk* this, PlayState* play) {
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if (this->bodyCollider.base.acFlags & AC_HIT) {
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sp24 = this->actor.world.pos;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
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sp24.y += 30.0f;
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func_8003424C(play, &sp24);
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this->skelAnime.playSpeed = 1.0f;
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func_800F5ACC(NA_BGM_MINI_BOSS);
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}
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if (this->skelAnime.curFrame == 5.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WAKEUP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_WAKEUP);
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}
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if (SkelAnime_Update(&this->skelAnime)) {
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
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@ -342,7 +342,7 @@ void func_80A74AAC(EnIk* this) {
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} else {
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Animation_Change(&this->skelAnime, &object_ik_Anim_006734, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_ik_Anim_006734), ANIMMODE_LOOP, -4.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DASH);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_DASH);
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this->actor.speedXZ = 2.5f;
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}
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this->actor.world.rot.y = this->actor.shape.rot.y;
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@ -403,7 +403,7 @@ void func_80A74BA4(EnIk* this, PlayState* play) {
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func_80A745E4(this, play);
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SkelAnime_Update(&this->skelAnime);
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if ((sp30 == (s16)this->skelAnime.curFrame) || (sp2E == (s16)this->skelAnime.curFrame)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_WALK);
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}
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}
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@ -421,12 +421,12 @@ void func_80A74EBC(EnIk* this, PlayState* play) {
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Vec3f sp2C;
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if (this->skelAnime.curFrame == 15.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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} else if (this->skelAnime.curFrame == 21.0f) {
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sp2C.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
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sp2C.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
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sp2C.y = this->actor.world.pos.y;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
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Camera_AddQuake(&play->mainCamera, 2, 0x19, 5);
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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CollisionCheck_SpawnShieldParticles(play, &sp2C);
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@ -455,7 +455,7 @@ void func_80A7506C(EnIk* this) {
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this->unk_2F8 = 7;
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this->unk_2FF = this->unk_2FE;
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Animation_Change(&this->skelAnime, &object_ik_Anim_0029FC, 1.0f, 0.0f, frames, ANIMMODE_LOOP, -4.0f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_PULLOUT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_PULLOUT);
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EnIk_SetupAction(this, func_80A7510C);
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}
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@ -502,7 +502,7 @@ void func_80A75260(EnIk* this, PlayState* play) {
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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if (this->unk_2FE < 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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}
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this->unk_2FE = 1;
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} else {
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@ -544,7 +544,7 @@ void func_80A75530(EnIk* this, PlayState* play) {
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if ((this->skelAnime.curFrame > 13.0f) && (this->skelAnime.curFrame < 18.0f)) {
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if (this->unk_2FE < 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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}
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this->unk_2FE = 1;
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} else {
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@ -625,8 +625,8 @@ void func_80A7598C(EnIk* this) {
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this->actor.speedXZ = 0.0f;
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Animation_Change(&this->skelAnime, &object_ik_Anim_005944, 1.0f, 0.0f, frames, ANIMMODE_ONCE, -4.0f);
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this->unk_2F9 = 0x18;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DEAD);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
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EnIk_SetupAction(this, func_80A75A38);
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}
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@ -654,7 +654,7 @@ void func_80A75A38(EnIk* this, PlayState* play) {
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}
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}
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} else if (this->skelAnime.curFrame == 23.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_WALK);
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}
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}
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@ -706,7 +706,7 @@ void func_80A75C38(EnIk* this, PlayState* play) {
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}
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} else if (this->actor.colChkInfo.health <= 10) {
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Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_BOSS);
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_LAST_DAMAGE);
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SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_LAST_DAMAGE);
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if (this->switchFlags != 0xFF) {
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Flags_SetSwitch(play, this->switchFlags);
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}
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@ -728,16 +728,16 @@ void func_80A75C38(EnIk* this, PlayState* play) {
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}
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if ((this->actor.params != 0) && (this->unk_2FB != 0)) {
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if ((prevHealth > 10) && (this->actor.colChkInfo.health <= 10)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO);
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
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}
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func_80A75790(this);
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return;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
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CollisionCheck_SpawnShieldParticles(play, &sp38);
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}
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@ -965,29 +965,29 @@ void EnIk_StartMusic(void) {
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void func_80A76C14(EnIk* this) {
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if (Animation_OnFrame(&this->skelAnime, 1.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_WAKEUP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_WAKEUP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (Animation_OnFrame(&this->skelAnime, 33.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (Animation_OnFrame(&this->skelAnime, 68.0f) || Animation_OnFrame(&this->skelAnime, 80.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (Animation_OnFrame(&this->skelAnime, 107.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_FINGER_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_FINGER_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (Animation_OnFrame(&this->skelAnime, 156.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (Animation_OnFrame(&this->skelAnime, 188.0f)) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_WAVE_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_WAVE_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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void func_80A76DDC(EnIk* this, PlayState* play, Vec3f* pos) {
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Audio_PlaySoundGeneral(NA_SE_EN_TWINROBA_TRANSFORM, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_TRANSFORM, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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void func_80A76E2C(EnIk* this, PlayState* play, Vec3f* pos) {
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@ -1094,8 +1094,8 @@ void func_80A77264(EnIk* this, PlayState* play, s32 arg2) {
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}
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void func_80A772A4(EnIk* this) {
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_STAGGER_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_STAGGER_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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void func_80A772EC(EnIk* this, PlayState* play) {
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@ -1104,8 +1104,8 @@ void func_80A772EC(EnIk* this, PlayState* play) {
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f32 wDest;
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->actor.world.pos, &D_80A78FA0, &wDest);
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Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_DEAD, &D_80A78FA0, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_DEAD, &D_80A78FA0, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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void func_80A7735C(EnIk* this, PlayState* play) {
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