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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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@ -894,7 +894,7 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
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void EnTest_SetupSlashDown(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosDownSlashAnim);
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func_800F8A44(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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this->unk_7C8 = 0x10;
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this->actor.speedXZ = 0.0f;
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@ -1076,7 +1076,7 @@ void EnTest_JumpBack(EnTest* this, GlobalContext* globalCtx) {
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void EnTest_SetupJumpslash(EnTest* this) {
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Animation_PlayOnce(&this->skelAnime, &gStalfosJumpAnim);
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func_800F8A44(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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this->timer = 0;
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this->unk_7C8 = 0x17;
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this->actor.velocity.y = 10.0f;
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@ -1669,7 +1669,7 @@ void EnTest_UpdateDamage(EnTest* this, GlobalContext* globalCtx) {
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this->unk_7DC = player->unk_845;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, false);
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func_800F8A44(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
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if ((this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_STUN) ||
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(this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_FREEZE) ||
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