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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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@ -506,12 +506,12 @@ s16 EnGo2_GetStateGoronCityLink(GlobalContext* globalCtx, EnGo2* this) {
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if (globalCtx->msgCtx.choiceIndex == 0) {
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this->actor.textId = gSaveContext.infTable[16] & 0x800 ? 0x3033 : 0x3035;
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if (this->actor.textId == 0x3035) {
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Audio_StopSfx(0x39EB);
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Audio_StopSfxById(NA_SE_EN_GOLON_CRY);
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}
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} else {
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this->actor.textId = gSaveContext.infTable[16] & 0x800 ? 0x3036 : 0x3033;
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if (this->actor.textId == 0x3036) {
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Audio_StopSfx(0x39EB);
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Audio_StopSfxById(NA_SE_EN_GOLON_CRY);
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}
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}
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func_8010B720(globalCtx, this->actor.textId);
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