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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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@ -1571,10 +1571,11 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
EffectSsHitMark_SpawnFixedScale(globalCtx, EFFECT_HITMARK_WHITE, hitPos);
if (collider->actor == NULL) {
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else if (flags == TOUCH_SFX_NORMAL) { // collider->colType == COLTYPE_METAL
EffectSsHitMark_SpawnFixedScale(globalCtx, EFFECT_HITMARK_METAL, hitPos);
@ -1586,18 +1587,20 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
} else if (flags == TOUCH_SFX_HARD) {
EffectSsHitMark_SpawnFixedScale(globalCtx, EFFECT_HITMARK_WHITE, hitPos);
if (collider->actor == NULL) {
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else if (flags == TOUCH_SFX_WOOD) {
EffectSsHitMark_SpawnFixedScale(globalCtx, EFFECT_HITMARK_DUST, hitPos);
if (collider->actor == NULL) {
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &collider->actor->projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &collider->actor->projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
}
@ -1608,17 +1611,17 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
if (acInfo->elemType == ELEMTYPE_UNK0) {
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (acInfo->elemType == ELEMTYPE_UNK1) {
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &at->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (acInfo->elemType == ELEMTYPE_UNK2) {
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (acInfo->elemType == ELEMTYPE_UNK3) {
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &at->actor->projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
return true;
@ -1655,7 +1658,8 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
} else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
if (at->actor == NULL) {
CollisionCheck_SpawnShieldParticles(globalCtx, hitPos);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
CollisionCheck_SpawnShieldParticlesWood(globalCtx, hitPos, &at->actor->projectedPos);
}
@ -1668,10 +1672,11 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
} else {
EffectSsHitMark_SpawnFixedScale(globalCtx, EFFECT_HITMARK_WHITE, hitPos);
if (ac->actor == NULL) {
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &ac->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_BOUND, &ac->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
}
@ -3418,7 +3423,8 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
*/
void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v) {
CollisionCheck_SpawnShieldParticles(globalCtx, v);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_SW, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_SW, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
/**
@ -3426,7 +3432,8 @@ void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v
*/
void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) {
CollisionCheck_SpawnShieldParticles(globalCtx, v);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_SW, pos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_SW, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}
/**
@ -3466,7 +3473,8 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v,
woodInit.lightPoint.z = woodInit.position.z;
Effect_Add(globalCtx, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &woodInit);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
/**