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Audio WIP (#836)
* being code_800EC960 * wip * wip * more audio progress * migrate data in code_800E11F0 * wip * make ok * remove asm * wip * move some variables outside of gAudioContext to the AudioContext structure due to the size used in func_800E3094 * more progress * wip * wip * split code_800E11F0 * migrate rodata in code_800E11F0 * match functions that couldn't because of data issues * move code_800E4FE0 asm files * wip * more wip * fix global functions, and forward declarations * wip * wip * wip * ocarina wip * match a couple functions * some progress * separate some bss * match func_800EDA3C * some matching * more matches * migrate audio rodata * some matches * more matchess * start on synthesis * work on synthesis * fix function declaration * Merge branch 'master' into audio * match a few more functions * wip * wip * more matching, rename Audio_SetBGM to Audio_QueueSeqCmd * name several audio functions, and audiocontext members * more naming, rename code_800E11F0 to audio_load, code_800DAAC0 to audio_synthesis * audio wip * match a few more functions. * wip * add missing NON_MATCHING directive * wip * some matching, data reogranization * match cursed function * wip * wip * formatting * remove prefix from struct memebers * missed function rename * review Co-authored-by: fig02 <fig02srl@gmail.com>
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429 changed files with 9047 additions and 17038 deletions
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@ -687,7 +687,7 @@ void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
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if ((this->work[FD2_HOLE_COUNTER] == 1) || (this->work[FD2_HOLE_COUNTER] == 40)) {
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this->work[FD2_SCREAM_TIMER] = 20;
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if (this->work[FD2_HOLE_COUNTER] == 40) {
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func_800F8D04(NA_SE_EN_VALVAISA_DEAD);
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Audio_StopSfx(NA_SE_EN_VALVAISA_DEAD);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
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@ -884,7 +884,7 @@ void BossFd2_CollisionCheck(BossFd2* this, GlobalContext* globalCtx) {
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BossFd2_SetupDeath(this, globalCtx);
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this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
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this->work[FD2_INVINC_TIMER] = 30000;
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Audio_SetBGM(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
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Enemy_StartFinishingBlow(globalCtx, &this->actor);
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} else if (damage) {
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