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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
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GPG key ID: 4AEE18F83AFDEB23
321 changed files with 2879 additions and 2904 deletions

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@ -243,8 +243,8 @@ void EnTp_Head_ApproachPlayer(EnTp* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 30.0f, 1.0f, 0.5f, 0.0f);
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
@ -286,7 +286,7 @@ void EnTp_SetupDie(EnTp* this) {
}
this->timer = 13;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_TAIL_DEAD);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TAIL_DEAD);
}
this->actionIndex = TAILPASARAN_ACTION_DIE;
EnTp_SetupAction(this, EnTp_Die);
@ -380,8 +380,8 @@ void EnTp_Head_TakeOff(EnTp* this, PlayState* play) {
Math_SmoothStepToF(&this->actor.speedXZ, 2.5f, 0.1f, 0.2f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 85.0f + this->horizontalVariation, 1.0f,
this->actor.speedXZ * 0.25f, 0.0f);
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
@ -478,8 +478,8 @@ void EnTp_Head_Wait(EnTp* this, PlayState* play) {
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->actor.world.pos.y != this->actor.home.pos.y) {
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
@ -548,8 +548,8 @@ void EnTp_Head_BurrowReturnHome(EnTp* this, PlayState* play) {
}
if (this->actor.world.pos.y != this->actor.home.pos.y) {
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
if (closeToFloor && ((play->gameplayFrames & 1) != 0)) {
@ -605,7 +605,7 @@ void EnTp_UpdateDamage(EnTp* this, PlayState* play) {
} else {
if (phi_s4 != 0) {
this->actor.freezeTimer = 80;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
if (phi_s2 != 0) {
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0x50);
} else {
@ -618,7 +618,7 @@ void EnTp_UpdateDamage(EnTp* this, PlayState* play) {
if (phi_s4 != 0) {
now->actor.freezeTimer = 80;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
if (phi_s2 != 0) {
Actor_SetColorFilter(&now->actor, 0, 0xFF, 0, 0x50);
@ -692,8 +692,8 @@ void EnTp_Update(Actor* thisx, PlayState* play) {
this->actor.shape.rot.z += 0x800;
if (this->actor.shape.rot.z == 0) {
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_CRY, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_CRY, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
if (this->actionIndex >= TAILPASARAN_ACTION_TAIL_FOLLOWHEAD) {