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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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@ -543,7 +543,7 @@ void EnTest_Fall(EnTest* this, PlayState* play) {
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this->skelAnime.playSpeed = 1.0f;
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this->unk_7C8 = 0xC;
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this->timer = this->unk_7E4 * 0.15f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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EnTest_SetupAction(this, EnTest_Land);
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}
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}
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@ -647,12 +647,12 @@ void EnTest_WalkAndBlock(EnTest* this, PlayState* play) {
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s32 afterPrevFrame = absPlaySpeed + prevFrame;
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if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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if ((this->timer % 32) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WARAU);
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this->timer += (s16)(Rand_ZeroOne() * 5.0f);
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}
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@ -757,7 +757,7 @@ void func_80860C24(EnTest* this, PlayState* play) {
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afterPrevFrame = absPlaySpeed + prevFrame;
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if (((afterPrevFrame > 2) && (beforeCurFrame <= 0)) || ((beforeCurFrame < 7) && (afterPrevFrame >= 9))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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@ -872,12 +872,12 @@ void func_80860F84(EnTest* this, PlayState* play) {
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s32 afterPrevFrame = absPlaySpeed + prevFrame;
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if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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if ((play->gameplayFrames & 95) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WARAU);
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}
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yawDiff = playerYaw180 - this->actor.shape.rot.y;
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@ -913,7 +913,7 @@ void EnTest_SlashDown(EnTest* this, PlayState* play) {
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}
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if ((s32)this->skelAnime.curFrame == 7) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_SAKEBI);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_SAKEBI);
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}
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if ((this->skelAnime.curFrame > 7.0f) && (this->skelAnime.curFrame < 11.0f)) {
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@ -1008,7 +1008,7 @@ void EnTest_SlashUp(EnTest* this, PlayState* play) {
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this->actor.speedXZ = 0.0f;
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if ((s32)this->skelAnime.curFrame == 2) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_SAKEBI);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_SAKEBI);
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}
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if ((this->skelAnime.curFrame > 1.0f) && (this->skelAnime.curFrame < 8.0f)) {
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@ -1024,7 +1024,7 @@ void EnTest_SlashUp(EnTest* this, PlayState* play) {
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void EnTest_SetupJumpBack(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosJumpBackwardsAnim);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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this->unk_7C8 = 0x14;
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this->timer = 5;
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EnTest_SetupAction(this, EnTest_JumpBack);
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@ -1044,7 +1044,7 @@ void EnTest_JumpBack(EnTest* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xBB8, 1);
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if (this->timer == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WARAU);
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} else {
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this->timer--;
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}
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@ -1069,7 +1069,7 @@ void EnTest_JumpBack(EnTest* this, PlayState* play) {
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this->actor.flags |= ACTOR_FLAG_0;
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}
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} else if (this->skelAnime.curFrame == (this->skelAnime.endFrame - 4.0f)) {
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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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}
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@ -1080,7 +1080,7 @@ void EnTest_SetupJumpslash(EnTest* this) {
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this->unk_7C8 = 0x17;
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this->actor.velocity.y = 10.0f;
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this->actor.speedXZ = 8.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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EnTest_SetupAction(this, EnTest_Jumpslash);
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@ -1097,8 +1097,8 @@ void EnTest_Jumpslash(EnTest* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosJumpslashAnim);
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this->timer = 1;
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this->swordState = 1;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_SAKEBI);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_SAKEBI);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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} else {
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this->actor.speedXZ = 0.0f;
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EnTest_SetupIdle(this);
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@ -1111,7 +1111,7 @@ void EnTest_Jumpslash(EnTest* this, PlayState* play) {
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if (this->actor.world.pos.y <= this->actor.floorHeight) {
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if (this->actor.speedXZ != 0.0f) {
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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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this->actor.world.pos.y = this->actor.floorHeight;
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@ -1126,7 +1126,7 @@ void EnTest_SetupJumpUp(EnTest* this) {
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this->unk_7C8 = 4;
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this->actor.velocity.y = 14.0f;
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this->actor.speedXZ = 6.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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EnTest_SetupAction(this, EnTest_JumpUp);
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}
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@ -1136,7 +1136,7 @@ void EnTest_JumpUp(EnTest* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.world.pos.y <= this->actor.floorHeight) {
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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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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.world.pos.y = this->actor.floorHeight;
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this->unk_7E4 = -(s32)this->actor.velocity.y;
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@ -1208,7 +1208,7 @@ void EnTest_IdleFromBlock(EnTest* this, PlayState* play) {
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void func_80862154(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosFlinchFromHitFrontAnim);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_DAMAGE);
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this->unk_7C8 = 8;
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this->actor.speedXZ = -2.0f;
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
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@ -1252,7 +1252,7 @@ void func_808621D4(EnTest* this, PlayState* play) {
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void func_80862398(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosFlinchFromHitBehindAnim);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_DAMAGE);
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this->unk_7C8 = 9;
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this->actor.speedXZ = -2.0f;
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
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@ -1309,7 +1309,7 @@ void EnTest_SetupStunned(EnTest* this) {
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}
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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EnTest_SetupAction(this, EnTest_Stunned);
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}
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@ -1445,13 +1445,13 @@ void func_808628C8(EnTest* this, PlayState* play) {
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absPlaySpeed = ABS(this->skelAnime.playSpeed);
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if ((this->timer % 32) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WARAU);
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}
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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s32 afterPrevFrame = (s32)absPlaySpeed + prevFrame;
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if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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@ -1478,7 +1478,7 @@ void func_808628C8(EnTest* this, PlayState* play) {
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}
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void func_80862DBC(EnTest* this, PlayState* play) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_DAMAGE);
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this->unk_7C8 = 2;
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BodyBreak_Alloc(&this->bodyBreak, 60, play);
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this->actor.home.rot.x = 0;
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@ -1534,7 +1534,7 @@ void func_80862E6C(EnTest* this, PlayState* play) {
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void func_80862FA8(EnTest* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosFallOverBackwardsAnim);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_DEAD);
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this->unk_7DE = 0;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.colorFilterTimer = 0;
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@ -1557,13 +1557,13 @@ void func_80863044(EnTest* this, PlayState* play) {
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}
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if ((s32)this->skelAnime.curFrame == 15) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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}
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}
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void func_808630F0(EnTest* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosFallOverForwardsAnim);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DEAD);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_DEAD);
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this->unk_7C8 = 6;
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this->actor.colorFilterTimer = 0;
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this->unk_7DE = 0;
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@ -1586,7 +1586,7 @@ void func_8086318C(EnTest* this, PlayState* play) {
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}
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if (((s32)this->skelAnime.curFrame == 10) || ((s32)this->skelAnime.curFrame == 25)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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}
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}
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