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Various SFX fixes (#237)
* Various SFX fixes * Fix sfx references in z_en_zl2.c
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parent
a5aee3d691
commit
61544b873d
45 changed files with 362 additions and 342 deletions
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@ -1697,16 +1697,16 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) {
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if (actor->bgCheckFlags & 0x20) {
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if (actor->waterY < 20.0f) {
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sfxId = NA_SE_PL_WALK_WATER0;
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sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
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} else {
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sfxId = NA_SE_PL_WALK_WATER1;
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sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
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}
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} else {
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sfxId = func_80041F34(&globalCtx->colCtx, actor->floorPoly, actor->floorPolySource);
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}
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func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
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func_80078914(&actor->projectedPos, sfxId + 0x800);
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func_80078914(&actor->projectedPos, sfxId + SFX_FLAG);
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}
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void func_8002F8F0(Actor* actor, u16 sfxId) {
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@ -1732,15 +1732,15 @@ void func_8002F974(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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}
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void func_8002F994(Actor* actor, s32 sfxId) {
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void func_8002F994(Actor* actor, s32 arg1) {
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actor->flags |= 0x10000000;
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actor->flags &= ~0x00380000;
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if (sfxId < NA_SE_PL_LAND_GRASS) {
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actor->sfx = NA_SE_PL_WALK_DIRT;
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} else if (sfxId < NA_SE_PL_DIVE_BUBBLE) {
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actor->sfx = NA_SE_PL_WALK_CONCRETE;
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if (arg1 < 40) {
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actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG;
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} else if (arg1 < 100) {
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actor->sfx = NA_SE_PL_WALK_CONCRETE - SFX_FLAG;
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} else {
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actor->sfx = NA_SE_PL_WALK_SAND;
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actor->sfx = NA_SE_PL_WALK_SAND - SFX_FLAG;
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}
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}
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@ -2263,7 +2263,7 @@ void func_80030ED8(Actor* actor) {
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} else if (actor->flags & 0x200000) {
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func_800788CC(actor->sfx);
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} else if (actor->flags & 0x10000000) {
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func_800F4C58(&D_801333D4, 0x2021, (s8)(actor->sfx - 1));
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func_800F4C58(&D_801333D4, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
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} else {
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func_80078914(&actor->projectedPos, actor->sfx);
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}
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@ -3518,7 +3518,7 @@ s32 Camera_ChangeMode(Camera* camera, s16 mode, u8 arg2) {
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if (camera->status == 7) {
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switch (phi_v0) {
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case 1:
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func_80078884(NA_SE_PL_WALK_GROUND);
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func_80078884(NA_SE_PL_WALK_GROUND - SFX_FLAG);
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break;
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case 2:
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if (1 == camera->globalCtx->roomCtx.curRoom.unk_03) {
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@ -1408,14 +1408,14 @@ s32 func_8005E4F8(Collider* left, ColliderBody* rightBody) {
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Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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} else if (rightBody->flags == 1) {
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Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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} else if (2 == rightBody->flags) {
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Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &left->actor->projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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} else if (rightBody->flags == 2) {
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Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &left->actor->projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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} else if (rightBody->flags == 3) {
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Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &left->actor->projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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}
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}
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}
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@ -358,7 +358,7 @@ void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase*
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if (sp3F != 0) {
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globalCtx->envCtx.unk_E6 = 1;
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}
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func_800788CC(0x20C0);
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func_800788CC(NA_SE_EV_SAND_STORM - SFX_FLAG);
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break;
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case 33:
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gSaveContext.unk_1422 = 1;
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@ -317,7 +317,7 @@ void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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if (this->dyna.actor.speedXZ != 0.0f) {
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Audio_PlayActorSound2(&this->dyna.actor, 0x200A);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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}
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this->dyna.unk_154 = 0.0f;
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@ -2422,7 +2422,8 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
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gSaveContext.magic += 4;
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if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) {
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Audio_PlaySoundGeneral(0x401F, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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}
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// Translates to: "Storage MAGIC_NOW=%d (%d)"
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@ -2550,7 +2551,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
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break;
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case 10:
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gSaveContext.magic += 4;
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Audio_PlaySoundGeneral(0x401F, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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if (gSaveContext.magic >= gSaveContext.unk_13F8) {
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gSaveContext.magic = gSaveContext.unk_13F8;
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gSaveContext.unk_13F0 = gSaveContext.unk_13F2;
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@ -404,8 +404,8 @@ void Gameplay_Init(GlobalContext* globalCtx) {
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Interface_SetSceneRestrictions(globalCtx);
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func_800758AC(globalCtx);
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gSaveContext.seqIndex = globalCtx->soundCtx.musicSeq;
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gSaveContext.nightSeqIndex = globalCtx->soundCtx.nighttimeSFX;
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gSaveContext.seqIndex = globalCtx->soundCtx.seqIndex;
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gSaveContext.nightSeqIndex = globalCtx->soundCtx.nightSeqIndex;
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func_8002DF18(globalCtx, PLAYER);
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func_800A390C(globalCtx, &globalCtx->animationCtx);
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gSaveContext.respawnFlag = 0;
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@ -714,7 +714,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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break;
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case 13:
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Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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if (globalCtx->sceneLoadFlag == -0x14) {
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if (globalCtx->envCtx.unk_E7 < 0x6E) {
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gTrnsnUnkState = 0;
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@ -747,7 +747,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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break;
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case 15:
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Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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if (globalCtx->sceneLoadFlag == -0x14) {
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if (globalCtx->envCtx.unk_E7 <= 0) {
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gTrnsnUnkState = 0;
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@ -441,8 +441,8 @@ void func_80099134(GlobalContext* globalCtx, SceneCmd* cmd) {
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// Scene Command 0x15: Sound Settings
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void func_80099140(GlobalContext* globalCtx, SceneCmd* cmd) {
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globalCtx->soundCtx.musicSeq = cmd->soundSettings.musicSeq;
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globalCtx->soundCtx.nighttimeSFX = cmd->soundSettings.nighttimeSFX;
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globalCtx->soundCtx.seqIndex = cmd->soundSettings.seqIndex;
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globalCtx->soundCtx.nightSeqIndex = cmd->soundSettings.nightSeqIndex;
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if (gSaveContext.seqIndex == 0xFF) {
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Audio_SetBGM(cmd->soundSettings.bgmId | 0xF0000000);
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