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Name variables for Audio_PlaySoundGeneral (#1198)

* Rename variables and function

* Improve comment

* PR Suggestion

* PR Suggestions

* Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx`

* Oops, fixed that
This commit is contained in:
engineer124 2022-04-24 00:55:18 +10:00 committed by GitHub
parent 1e03b662f2
commit ef870bdd11
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GPG key ID: 4AEE18F83AFDEB23
98 changed files with 1026 additions and 721 deletions

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@ -79,13 +79,18 @@ u8 gSfxChannelLayout = 0;
u16 D_801333D0 = 0;
Vec3f D_801333D4 = { 0.0f, 0.0f, 0.0f }; // default pos
// The center of the screen in projected coordinates.
// Gives the impression that the sfx has no specific location
Vec3f gSfxDefaultPos = { 0.0f, 0.0f, 0.0f };
f32 D_801333E0 = 1.0f; // default freqScale
// Reused as either frequency or volume multiplicative scaling factor
// Does not alter or change frequency or volume
f32 gSfxDefaultFreqAndVolScale = 1.0f;
s32 D_801333E4 = 0; // unused
s8 D_801333E8 = 0; // default reverbAdd
// Adds no reverb to the existing reverb
s8 gSfxDefaultReverb = 0;
s32 D_801333EC = 0; // unused
@ -370,7 +375,7 @@ void Audio_ChooseActiveSounds(u8 bankId) {
} else if (gSoundBanks[bankId][entryIndex].state != SFX_STATE_EMPTY) {
entry = &gSoundBanks[bankId][entryIndex];
if (&D_801333D4.x == entry[0].posX) {
if (&gSfxDefaultPos.x == entry[0].posX) {
entry->dist = 0.0f;
} else {
tempf1 = *entry->posY * 1;