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Document z_lib Sfx Functions (#1470)
* document lib sfx * rename functions
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112 changed files with 399 additions and 388 deletions
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@ -691,7 +691,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
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this->fwork[GDF_TRIFORCE_PRIM_A] = 0.0f;
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this->fwork[GDF_TRIFORCE_PRIM_B] = 255.0f;
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this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
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func_80078884(NA_SE_EV_TRIFORCE_MARK);
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Sfx_PlaySfxCentered(NA_SE_EV_TRIFORCE_MARK);
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play->envCtx.lightBlend = 0.0f;
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FALLTHROUGH;
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case 7:
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@ -738,7 +738,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
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this->fwork[GDF_TRIFORCE_PRIM_A] = 0.0f;
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this->fwork[GDF_TRIFORCE_PRIM_B] = 255.0f;
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this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
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func_80078884(NA_SE_EV_TRIFORCE_MARK);
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Sfx_PlaySfxCentered(NA_SE_EV_TRIFORCE_MARK);
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play->envCtx.lightBlend = 0.0f;
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FALLTHROUGH;
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case 9:
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@ -943,7 +943,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
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if (this->csTimer >= 30) {
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if (this->csTimer == 30) {
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func_80078884(NA_SE_EV_TRIFORCE_MARK);
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Sfx_PlaySfxCentered(NA_SE_EV_TRIFORCE_MARK);
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}
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// fade in ganondorf's triforce
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@ -1435,7 +1435,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * 0.2f;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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skip_cam_and_quake:
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this->envLightMode = 15;
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@ -1482,7 +1482,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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}
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * this->unk_710;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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if (this->csTimer < 100) {
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this->windowShatterState = GDF_WINDOW_SHATTER_PARTIAL;
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@ -1679,7 +1679,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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case 1055:
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * 0.3f;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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if (this->csTimer == 20) {
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sZelda->unk_3C8 = 5;
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@ -1694,7 +1694,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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case 1056:
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * 0.3f;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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this->csCamEye.x = -503.0f;
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this->csCamEye.y = 4128.0f;
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@ -1712,7 +1712,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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case 1057:
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * (50.0f * this->csCamMovementScale);
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Math_ApproachF(&this->csCamEye.x, -1200.0f, 0.1f, this->csCamMovementScale * 697.0f);
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Math_ApproachF(&this->csCamEye.y, 4241.0f, 0.1f, this->csCamMovementScale * 113.0f);
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@ -1736,7 +1736,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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this->csCamAt.z = sZelda->actor.world.pos.z - 25.0f;
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * 0.3f;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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if (this->csTimer == 70) {
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sZelda->unk_3C8 = 6;
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@ -1756,7 +1756,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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case 107:
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * 0.8f;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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this->csCamEye.x = -380.0f;
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this->csCamEye.y = 4154.0f;
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@ -1775,7 +1775,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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case 108:
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this->unk_70C = Math_SinS(this->csTimer * 0x6300) * 0.8f;
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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this->csCamAt.x = (sZelda->actor.world.pos.x - 5.0f) - 30.0f;
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this->csCamAt.y = (sZelda->actor.world.pos.y + 40.0f + 5.0f) - 20.0f;
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@ -1798,7 +1798,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
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break;
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case 109:
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func_80078884(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
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break;
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}
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@ -2241,7 +2241,7 @@ void BossGanon_Wait(BossGanon* this, PlayState* play) {
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this->actor.world.pos.y += this->actor.velocity.y;
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0xBB8);
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func_80078914(&this->actor.projectedPos, NA_SE_EN_FANTOM_FLOAT - SFX_FLAG);
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Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_EN_FANTOM_FLOAT - SFX_FLAG);
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}
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void BossGanon_SetupChargeLightBall(BossGanon* this, PlayState* play) {
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@ -2738,7 +2738,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
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BossGanon_SetupDeathCutscene(this, play);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DEAD);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DD_THUNDER);
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func_80078914(&sZeroVec, NA_SE_EN_LAST_DAMAGE);
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Sfx_PlaySfxAtPos(&sZeroVec, NA_SE_EN_LAST_DAMAGE);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 1);
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this->screenFlashTimer = 4;
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} else {
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@ -2919,7 +2919,7 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) {
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// player hit, spawn shock and play sound effect
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if (this->unk_2E8 != 0) {
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func_80078914(&player->actor.projectedPos, NA_SE_PL_SPARK - SFX_FLAG);
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Sfx_PlaySfxAtPos(&player->actor.projectedPos, NA_SE_PL_SPARK - SFX_FLAG);
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BossGanonEff_SpawnShock(play, 700.0f, GDF_SHOCK_PLAYER_YELLOW);
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}
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}
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@ -4229,8 +4229,8 @@ void func_808E1EB4(Actor* thisx, PlayState* play2) {
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this->actor.speed = 0.0f;
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if (this->actor.params == 0xC8) {
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func_80078884(NA_SE_EN_GANON_DAMAGE2);
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func_80078884(NA_SE_EN_GANON_DD_THUNDER);
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Sfx_PlaySfxCentered(NA_SE_EN_GANON_DAMAGE2);
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Sfx_PlaySfxCentered(NA_SE_EN_GANON_DD_THUNDER);
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for (i = 0; i < 150; i++) {
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@ -4735,7 +4735,7 @@ void BossGanon_UpdateEffects(PlayState* play) {
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Math_ApproachF(&eff->unk_40, 4.0f, 1.0f, 0.15f);
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} else if (eff->type == GDF_EFF_IMPACT_DUST_LIGHT) {
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if (i == 0) {
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func_80078884(NA_SE_EN_GANON_WAVE_GND - SFX_FLAG);
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Sfx_PlaySfxCentered(NA_SE_EN_GANON_WAVE_GND - SFX_FLAG);
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}
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eff->unk_30++; // unused
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