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z_sound_source OK (#353)
* z_sound_source OK * Fix Pos * Lib_PlaySfxByPos * Change function names * format * Update names to match OoT * cleanup from the merge * Fix name
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+7
-7
@@ -2139,7 +2139,7 @@ void func_800B8E58(Player* player, u16 sfxId) {
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* Plays the sound effect at the actor's position
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*/
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void Actor_PlaySfxAtPos(Actor* actor, u16 sfxId) {
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func_8019F1C0(&actor->projectedPos, sfxId);
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Audio_PlaySfxAtPos(&actor->projectedPos, sfxId);
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}
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void func_800B8EF4(GlobalContext* globalCtx, Actor* actor) {
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@@ -2155,8 +2155,8 @@ void func_800B8EF4(GlobalContext* globalCtx, Actor* actor) {
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sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, actor->floorPoly, actor->floorBgId);
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}
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func_8019F1C0(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
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func_8019F1C0(&actor->projectedPos, sfxId + SFX_FLAG);
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Audio_PlaySfxAtPos(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
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Audio_PlaySfxAtPos(&actor->projectedPos, sfxId + SFX_FLAG);
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}
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void func_800B8F98(Actor* actor, u16 sfxId) {
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@@ -2580,7 +2580,7 @@ void func_800B9D1C(Actor* actor) {
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} else if (actor->audioFlags & 0x10) {
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func_801A0810(&D_801DB4A4, NA_SE_SY_TIMER - SFX_FLAG, (sfxId - 1));
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} else if (actor->audioFlags & 1) {
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func_8019F1C0(&actor->projectedPos, sfxId);
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Audio_PlaySfxAtPos(&actor->projectedPos, sfxId);
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}
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}
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@@ -3345,7 +3345,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
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actorCtx->targetContext.bgmEnemy = NULL;
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}
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func_801A72CC(&actor->projectedPos);
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Audio_StopSfxByPos(&actor->projectedPos);
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Actor_Destroy(actor, globalCtx);
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newHead = Actor_RemoveFromCategory(globalCtx, actorCtx, actor);
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@@ -3487,7 +3487,7 @@ void func_800BB8EC(GameState* gameState, ActorContext* actorCtx, Actor** arg2, A
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*/
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void Enemy_StartFinishingBlow(GlobalContext* globalCtx, Actor* actor) {
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globalCtx->actorCtx.freezeFlashTimer = 5;
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Audio_PlaySoundAtPosition(globalCtx, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
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}
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// blinking routine
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@@ -4717,7 +4717,7 @@ void Actor_SpawnIceEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos
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s16 yaw;
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s32 j;
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Audio_PlaySoundAtPosition(globalCtx, &actor->world.pos, 30, NA_SE_EV_ICE_BROKEN);
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &actor->world.pos, 30, NA_SE_EV_ICE_BROKEN);
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for (i = 0; i < limbPosCount; i++) {
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yaw = Actor_YawToPoint(actor, limbPos);
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