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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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@ -233,7 +233,7 @@ void EnOkuta_SetupShoot(EnOkuta* this, PlayState* play) {
EnOkuta_SpawnSplash(this, play);
}
if (this->jumpHeight > 50.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
}
this->actionFunc = EnOkuta_Shoot;
}
@ -243,7 +243,7 @@ void EnOkuta_SetupWaitToDie(EnOkuta* this) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xB);
this->collider.base.acFlags &= ~AC_HIT;
Actor_SetScale(&this->actor, 0.01f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_DEAD1);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_DEAD1);
this->actionFunc = EnOkuta_WaitToDie;
}
@ -278,7 +278,7 @@ void EnOkuta_SpawnProjectile(EnOkuta* this, PlayState* play) {
velocity.z = 1.5f * cosY;
EnOkuta_SpawnDust(&pos, &velocity, 20, play);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_NUTS_THROW);
}
void EnOkuta_WaitToAppear(EnOkuta* this, PlayState* play) {
@ -303,10 +303,10 @@ void EnOkuta_Appear(EnOkuta* this, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
}
if (Animation_OnFrame(&this->skelAnime, 2.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
}
if (Animation_OnFrame(&this->skelAnime, 12.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
}
if (Animation_OnFrame(&this->skelAnime, 3.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
EnOkuta_SpawnSplash(this, play);
@ -318,14 +318,14 @@ void EnOkuta_Hide(EnOkuta* this, PlayState* play) {
Math_ApproachF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f, 30.0f);
if (SkelAnime_Update(&this->skelAnime)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_BUBLE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_BUBLE);
EnOkuta_SpawnBubbles(this, play);
EnOkuta_SetupWaitToAppear(this);
} else if (this->skelAnime.curFrame >= 4.0f) {
Actor_SetScale(&this->actor, (6.0f - this->skelAnime.curFrame) * 0.5f * 0.01f);
}
if (Animation_OnFrame(&this->skelAnime, 2.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_SINK);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_SINK);
}
if (Animation_OnFrame(&this->skelAnime, 4.0f)) {
EnOkuta_SpawnSplash(this, play);
@ -344,7 +344,7 @@ void EnOkuta_WaitToShoot(EnOkuta* this, PlayState* play) {
}
}
if (Animation_OnFrame(&this->skelAnime, 0.5f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_FLOAT);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_FLOAT);
}
if (this->actor.xzDistToPlayer < 160.0f || this->actor.xzDistToPlayer > 560.0f) {
EnOkuta_SetupHide(this);
@ -381,7 +381,7 @@ void EnOkuta_Shoot(EnOkuta* this, PlayState* play) {
EnOkuta_SpawnSplash(this, play);
}
if ((this->jumpHeight > 50.0f) && Animation_OnFrame(&this->skelAnime, 13.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
}
}
if (this->actor.xzDistToPlayer < 160.0f) {
@ -416,11 +416,11 @@ void EnOkuta_Die(EnOkuta* this, PlayState* play) {
velocity.y = -0.5f;
velocity.z = 0.0f;
EnOkuta_SpawnDust(&pos, &velocity, -0x14, play);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_DEAD2);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_DEAD2);
}
if (Animation_OnFrame(&this->skelAnime, 15.0f)) {
EnOkuta_SpawnSplash(this, play);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
}
if (this->timer < 3) {
Actor_SetScale(&this->actor, ((this->timer * 0.25f) + 1.0f) * 0.01f);
@ -430,7 +430,7 @@ void EnOkuta_Die(EnOkuta* this, PlayState* play) {
Actor_SetScale(&this->actor, (((this->timer - 5) * 0.04f) + 0.8f) * 0.01f);
} else {
if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.0005f)) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_OCTAROCK_BUBLE);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_OCTAROCK_BUBLE);
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x70);
for (i = 0; i < 20; i++) {
velocity.x = (Rand_ZeroOne() - 0.5f) * 7.0f;
@ -499,7 +499,7 @@ void EnOkuta_ProjectileFly(EnOkuta* this, PlayState* play) {
pos.y = this->actor.world.pos.y + 11.0f;
pos.z = this->actor.world.pos.z;
EffectSsHahen_SpawnBurst(play, &pos, 6.0f, 0, 1, 2, 15, 7, 10, gOctorokProjectileDL);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_OCTAROCK_ROCK);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_OCTAROCK_ROCK);
Actor_Kill(&this->actor);
}
} else if (this->timer == -300) {