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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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@ -180,8 +180,8 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
}
}
this->timer = 0;
Audio_PlaySoundGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (DECR(this->timer) == 0) {
grabbed = this->grabbed;
if (grabbed != NULL) {
@ -274,12 +274,12 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
}
}
func_80865044(this);
Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &this->actor.world.pos);
Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else if (CHECK_BTN_ANY(globalCtx->state.input[0].press.button,
(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN))) {