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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>
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50 changed files with 3493 additions and 3508 deletions
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@ -838,7 +838,7 @@ void EnGeldB_SetupSlash(EnGeldB* this) {
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this->action = GELDB_SLASH;
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this->spinAttackState = 0;
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this->actor.speedXZ = 0.0f;
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func_800F8A44(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
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EnGeldB_SetupAction(this, EnGeldB_Slash);
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}
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@ -1363,7 +1363,7 @@ void EnGeldB_CollisionCheck(EnGeldB* this, GlobalContext* globalCtx) {
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if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
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this->damageEffect = this->actor.colChkInfo.damageEffect;
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, 1);
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func_800F8A44(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
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if ((this->actor.colChkInfo.damageEffect == GELDB_DMG_STUN) ||
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(this->actor.colChkInfo.damageEffect == GELDB_DMG_FREEZE)) {
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if (this->action != GELDB_STUNNED) {
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