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Document parts of audio (#1000)

* Minor labelling

* progress

* play percentage -> delay

* duration -> gatetime

* more

* more

* more

* seqIdx -> playerIdx

* more

* more

* more

* more

* format

* fix comment

* filters

* more

* media

* confusion

* Sync load is actually slow load

* AudioHeap prefix

* more

* more

* reformat

* more

* more

* AudioLoad

* more

* more

* seq banks

* more consistent

* more

* name last function in audio_load

* More audio_synthesis

* clean up audio tables

* minor

* slow/fast load ramAddr

* format

* remove unused

* Remove union

* remove padding

* audio bank -> sound font

* seqLayer -> layer

* stuff

* seqChannel -> channel

* ChannelLayer -> Layer

* remove define, add bug comment

* format

* more

* cache enum

* more

* AudioSeq function prefix

* naming

* bankIdx -> bankId

* more

* format

* review

* more

* fixes

* avoid hardcoded sfxid's

* SE -> Sfx

Co-authored-by: zelda2774 <zelda2774@invalid>
This commit is contained in:
zelda2774 2021-11-07 17:58:50 +01:00 committed by GitHub
parent 823a3c0754
commit 5ad7cf9dbb
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GPG key ID: 4AEE18F83AFDEB23
50 changed files with 3493 additions and 3508 deletions

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@ -838,7 +838,7 @@ void EnGeldB_SetupSlash(EnGeldB* this) {
this->action = GELDB_SLASH;
this->spinAttackState = 0;
this->actor.speedXZ = 0.0f;
func_800F8A44(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
EnGeldB_SetupAction(this, EnGeldB_Slash);
}
@ -1363,7 +1363,7 @@ void EnGeldB_CollisionCheck(EnGeldB* this, GlobalContext* globalCtx) {
if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, 1);
func_800F8A44(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
if ((this->actor.colChkInfo.damageEffect == GELDB_DMG_STUN) ||
(this->actor.colChkInfo.damageEffect == GELDB_DMG_FREEZE)) {
if (this->action != GELDB_STUNNED) {