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https://github.com/zeldaret/oot
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Rename "Sound" to "Sfx" (#1292)
* First attempt * More * rename * more sound -> sfx / sound effect (#7) * PR Suggestions * PR Suggestions * Small fix Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
+20
-20
@@ -320,7 +320,7 @@ void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac
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void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
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void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
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s32 arg14, s16 playSound);
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s32 arg14, s16 playSfx);
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void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
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s32 life);
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@@ -443,7 +443,7 @@ void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F7DC(Actor* actor, u16 sfxId);
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void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
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void Audio_PlayActorSfx2(Actor* actor, u16 sfxId);
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void func_8002F850(PlayState* play, Actor* actor);
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void func_8002F8F0(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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@@ -795,7 +795,7 @@ void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
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@@ -825,9 +825,9 @@ void Cutscene_HandleConditionalTriggers(PlayState* play);
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void Cutscene_SetSegment(PlayState* play, void* segment);
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void* MemCpy(void* dest, const void* src, s32 len);
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void GetItem_Draw(PlayState* play, s16 drawId);
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void SoundSource_InitAll(PlayState* play);
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void SoundSource_UpdateAll(PlayState* play);
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void SoundSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
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void SfxSource_InitAll(PlayState* play);
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void SfxSource_UpdateAll(PlayState* play);
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void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
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u16 ElfMessage_GetSariaText(PlayState* play);
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u16 ElfMessage_GetCUpText(PlayState* play);
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u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet);
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@@ -1901,10 +1901,10 @@ void AudioOcarina_PlayLongScarecrowAfterCredits(void);
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void AudioDebug_Draw(GfxPrint* printer);
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void AudioDebug_ScrPrt(const char* str, u16 num);
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void func_800F3054(void);
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void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx);
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void Audio_SetSfxProperties(u8 bankId, u8 entryIdx, u8 channelIdx);
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void Audio_PlayCutsceneEffectsSequence(u8 csEffectType);
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void func_800F4010(Vec3f* pos, u16 sfxId, f32);
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void Audio_PlaySoundRandom(Vec3f* pos, u16 baseSfxId, u8 randLim);
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void Audio_PlaySfxRandom(Vec3f* pos, u16 baseSfxId, u8 randLim);
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void func_800F4138(Vec3f* pos, u16 sfxId, f32);
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void func_800F4190(Vec3f* pos, u16 sfxId);
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void func_800F436C(Vec3f* pos, u16 sfxId, f32 arg2);
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@@ -1912,16 +1912,16 @@ void func_800F4414(Vec3f* pos, u16 sfxId, f32);
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void func_800F44EC(s8 arg0, s8 arg1);
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void func_800F4524(Vec3f* pos, u16 sfxId, s8 arg2);
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void func_800F4254(Vec3f* pos, u8 level);
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void Audio_PlaySoundRiver(Vec3f* pos, f32 freqScale);
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void Audio_PlaySoundWaterfall(Vec3f* pos, f32 freqScale);
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void Audio_PlaySfxRiver(Vec3f* pos, f32 freqScale);
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void Audio_PlaySfxWaterfall(Vec3f* pos, f32 freqScale);
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void func_800F47BC(void);
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void func_800F47FC(void);
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void func_800F483C(u8 targetVol, u8 volFadeTimer);
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void Audio_SetGanonsTowerBgmVolumeLevel(u8 ganonsTowerLevel);
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void Audio_LowerMainBgmVolume(u8 volume);
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void Audio_PlaySoundIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
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void Audio_PlaySfxIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
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void Audio_ResetIncreasingTranspose(void);
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void Audio_PlaySoundTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
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void Audio_PlaySfxTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
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void func_800F4C58(Vec3f* pos, u16 sfxId, u8);
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void func_800F4E30(Vec3f* pos, f32);
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void Audio_ClearSariaBgm(void);
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@@ -1953,7 +1953,7 @@ void func_800F6700(s8 audioSetting);
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void Audio_SetBaseFilter(u8);
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void Audio_SetExtraFilter(u8);
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void Audio_SetCutsceneFlag(s8 flag);
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void Audio_PlaySoundIfNotInCutscene(u16 sfxId);
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void Audio_PlaySfxIfNotInCutscene(u16 sfxId);
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void func_800F6964(u16);
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void func_800F6AB0(u16);
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// ? Audio_DisableAllSeq(?);
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@@ -1966,13 +1966,13 @@ void Audio_Init(void);
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void Audio_InitSound(void);
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void func_800F7170(void);
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void func_800F71BC(s32 arg0);
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void Audio_SetSoundBanksMute(u16 muteMask);
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void Audio_SetSfxBanksMute(u16 muteMask);
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void Audio_QueueSeqCmdMute(u8 channelIdx);
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void Audio_ClearBGMMute(u8 channelIdx);
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void Audio_PlaySoundGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
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void Audio_ProcessSoundRequest(void);
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void Audio_ChooseActiveSounds(u8 bankId);
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void Audio_PlayActiveSounds(u8 bankId);
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void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
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void Audio_ProcessSfxRequest(void);
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void Audio_ChooseActiveSfx(u8 bankId);
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void Audio_PlayActiveSfx(u8 bankId);
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void Audio_StopSfxByBank(u8 bankId);
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void func_800F8884(u8 bankId, Vec3f* pos);
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void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos);
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@@ -1982,10 +1982,10 @@ void Audio_QueueSeqCmd(u32 cmd);
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void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId);
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void Audio_StopSfxByTokenAndId(u8 token, u16 sfxId);
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void Audio_StopSfxById(u32 sfxId);
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void Audio_ProcessSoundRequests(void);
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void Audio_ProcessSfxRequests(void);
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void func_800F8F88(void);
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u8 Audio_IsSfxPlaying(u32 sfxId);
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void Audio_ResetSounds(void);
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void Audio_ResetSfx(void);
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void func_800F9474(u8, u16);
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void func_800F94FC(u32);
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void Audio_ProcessSeqCmd(u32);
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+5
-5
@@ -9,7 +9,7 @@ typedef enum {
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/* 4 */ BANK_SYSTEM,
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/* 5 */ BANK_OCARINA,
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/* 6 */ BANK_VOICE
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} SoundBankType;
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} SfxBankType;
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typedef enum {
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/* 0 */ SFX_STATE_EMPTY,
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@@ -39,7 +39,7 @@ typedef struct {
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/* 0x2D */ u8 next;
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/* 0x2E */ u8 channelIdx;
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/* 0x2F */ u8 unk_2F;
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} SoundBankEntry; // size = 0x30
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} SfxBankEntry; // size = 0x30
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/*
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* SFX IDs
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@@ -89,9 +89,9 @@ typedef enum {
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typedef struct {
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u32 priority; // lower is more prioritized
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u8 entryIndex;
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} ActiveSound;
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} ActiveSfx;
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// SoundParams bit-packing
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// SfxParams bit-packing
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#define SFX_PARAM_01_SHIFT 0
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#define SFX_PARAM_01_MASK (3 << SFX_PARAM_01_SHIFT)
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@@ -116,6 +116,6 @@ typedef struct {
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typedef struct {
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u8 importance;
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u16 params;
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} SoundParams;
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} SfxParams;
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#endif
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+15
-15
@@ -129,7 +129,7 @@ extern f32 gDefaultPanVolume[128];
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extern s16 gLowPassFilterData[16 * 8];
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extern s16 gHighPassFilterData[15 * 8];
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extern s32 gAudioContextInitalized;
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extern u8 gIsLargeSoundBank[7];
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extern u8 gIsLargeSfxBank[7];
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extern u8 gChannelsPerBank[4][7];
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extern u8 gUsedChannelsPerBank[4][7];
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extern u8 gMorphaTransposeTable[16];
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@@ -137,13 +137,13 @@ extern u8* gFrogsSongPtr;
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extern OcarinaNote* gScarecrowLongSongPtr;
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extern u8* gScarecrowSpawnSongPtr;
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extern OcarinaSongButtons gOcarinaSongButtons[];
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extern SoundParams* gSoundParams[7];
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extern SfxParams* gSfxParams[7];
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extern char D_80133390[];
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extern char D_80133398[];
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extern u8 gSoundRequestWriteIndex;
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extern u8 gSoundRequestReadIndex;
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extern SoundBankEntry* gSoundBanks[7];
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extern u8 gSoundBankSizes[];
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extern u8 gSfxRequestWriteIndex;
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extern u8 gSfxRequestReadIndex;
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extern SfxBankEntry* gSfxBanks[7];
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extern u8 gSfxBankSizes[];
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extern u8 gSfxChannelLayout;
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extern u16 D_801333D0;
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extern Vec3f gSfxDefaultPos;
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@@ -208,15 +208,15 @@ extern volatile OSTime gRSPGFXTotalTime;
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extern volatile OSTime gRSPOtherTotalTime;
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extern volatile OSTime gRDPTotalTime;
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extern SoundBankEntry D_8016BAD0[9];
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extern SoundBankEntry D_8016BC80[12];
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extern SoundBankEntry D_8016BEC0[22];
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extern SoundBankEntry D_8016C2E0[20];
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extern SoundBankEntry D_8016C6A0[8];
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extern SoundBankEntry D_8016C820[3];
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extern SoundBankEntry D_8016C8B0[5];
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extern ActiveSound gActiveSounds[7][MAX_CHANNELS_PER_BANK]; // total size = 0xA8
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extern u8 gSoundBankMuted[];
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extern SfxBankEntry D_8016BAD0[9];
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extern SfxBankEntry D_8016BC80[12];
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extern SfxBankEntry D_8016BEC0[22];
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extern SfxBankEntry D_8016C2E0[20];
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extern SfxBankEntry D_8016C6A0[8];
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extern SfxBankEntry D_8016C820[3];
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extern SfxBankEntry D_8016C8B0[5];
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extern ActiveSfx gActiveSfx[7][MAX_CHANNELS_PER_BANK]; // total size = 0xA8
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extern u8 gSfxBankMuted[];
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extern u16 gAudioSfxSwapSource[10];
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extern u16 gAudioSfxSwapTarget[10];
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extern u8 gAudioSfxSwapMode[10];
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+2
-2
@@ -365,7 +365,7 @@ typedef struct {
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/* 0x00 */ u16 countdown;
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/* 0x04 */ Vec3f worldPos;
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/* 0x10 */ Vec3f projectedPos;
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} SoundSource; // size = 0x1C
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} SfxSource; // size = 0x1C
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typedef enum {
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/* 0x00 */ SKYBOX_NONE,
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@@ -1151,7 +1151,7 @@ typedef struct PlayState {
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/* 0x007C0 */ CollisionContext colCtx;
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/* 0x01C24 */ ActorContext actorCtx;
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/* 0x01D64 */ CutsceneContext csCtx; // "demo_play"
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/* 0x01DB4 */ SoundSource soundSources[16];
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/* 0x01DB4 */ SfxSource sfxSources[16];
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/* 0x01F74 */ SramContext sramCtx;
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/* 0x01F78 */ SkyboxContext skyboxCtx;
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/* 0x020D8 */ MessageContext msgCtx; // "message"
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+1
-1
@@ -189,7 +189,7 @@ typedef struct Actor {
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/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
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/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
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/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
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/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle
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/* 0x020 */ u16 sfx; // SFX ID to play. Sfx plays when value is set, then is cleared the following update cycle
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/* 0x024 */ PosRot world; // Position/rotation in the world
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/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
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/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
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@@ -332,7 +332,7 @@ typedef enum {
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#define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
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#define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
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#define BUMP_NO_DAMAGE (1 << 4) // Does not take damage.
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#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders.
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#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound effect when hit by player-attached AT colliders.
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#define BUMP_NO_HITMARK (1 << 6) // Skips hit effects.
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#define BUMP_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
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