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:
engineer124
2022-07-30 07:05:27 -06:00
committed by GitHub
parent 1652b7e5d7
commit 1d19f37b26
321 changed files with 2879 additions and 2904 deletions
+20 -20
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@@ -320,7 +320,7 @@ void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac
void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
s32 arg14, s16 playSound);
s32 arg14, s16 playSfx);
void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
s32 life);
@@ -443,7 +443,7 @@ void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_8002F7DC(Actor* actor, u16 sfxId);
void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
void Audio_PlayActorSfx2(Actor* actor, u16 sfxId);
void func_8002F850(PlayState* play, Actor* actor);
void func_8002F8F0(Actor* actor, u16 sfxId);
void func_8002F91C(Actor* actor, u16 sfxId);
@@ -795,7 +795,7 @@ void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* pos);
void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos);
void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
@@ -825,9 +825,9 @@ void Cutscene_HandleConditionalTriggers(PlayState* play);
void Cutscene_SetSegment(PlayState* play, void* segment);
void* MemCpy(void* dest, const void* src, s32 len);
void GetItem_Draw(PlayState* play, s16 drawId);
void SoundSource_InitAll(PlayState* play);
void SoundSource_UpdateAll(PlayState* play);
void SoundSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
void SfxSource_InitAll(PlayState* play);
void SfxSource_UpdateAll(PlayState* play);
void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
u16 ElfMessage_GetSariaText(PlayState* play);
u16 ElfMessage_GetCUpText(PlayState* play);
u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet);
@@ -1901,10 +1901,10 @@ void AudioOcarina_PlayLongScarecrowAfterCredits(void);
void AudioDebug_Draw(GfxPrint* printer);
void AudioDebug_ScrPrt(const char* str, u16 num);
void func_800F3054(void);
void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx);
void Audio_SetSfxProperties(u8 bankId, u8 entryIdx, u8 channelIdx);
void Audio_PlayCutsceneEffectsSequence(u8 csEffectType);
void func_800F4010(Vec3f* pos, u16 sfxId, f32);
void Audio_PlaySoundRandom(Vec3f* pos, u16 baseSfxId, u8 randLim);
void Audio_PlaySfxRandom(Vec3f* pos, u16 baseSfxId, u8 randLim);
void func_800F4138(Vec3f* pos, u16 sfxId, f32);
void func_800F4190(Vec3f* pos, u16 sfxId);
void func_800F436C(Vec3f* pos, u16 sfxId, f32 arg2);
@@ -1912,16 +1912,16 @@ void func_800F4414(Vec3f* pos, u16 sfxId, f32);
void func_800F44EC(s8 arg0, s8 arg1);
void func_800F4524(Vec3f* pos, u16 sfxId, s8 arg2);
void func_800F4254(Vec3f* pos, u8 level);
void Audio_PlaySoundRiver(Vec3f* pos, f32 freqScale);
void Audio_PlaySoundWaterfall(Vec3f* pos, f32 freqScale);
void Audio_PlaySfxRiver(Vec3f* pos, f32 freqScale);
void Audio_PlaySfxWaterfall(Vec3f* pos, f32 freqScale);
void func_800F47BC(void);
void func_800F47FC(void);
void func_800F483C(u8 targetVol, u8 volFadeTimer);
void Audio_SetGanonsTowerBgmVolumeLevel(u8 ganonsTowerLevel);
void Audio_LowerMainBgmVolume(u8 volume);
void Audio_PlaySoundIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
void Audio_PlaySfxIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
void Audio_ResetIncreasingTranspose(void);
void Audio_PlaySoundTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
void Audio_PlaySfxTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
void func_800F4C58(Vec3f* pos, u16 sfxId, u8);
void func_800F4E30(Vec3f* pos, f32);
void Audio_ClearSariaBgm(void);
@@ -1953,7 +1953,7 @@ void func_800F6700(s8 audioSetting);
void Audio_SetBaseFilter(u8);
void Audio_SetExtraFilter(u8);
void Audio_SetCutsceneFlag(s8 flag);
void Audio_PlaySoundIfNotInCutscene(u16 sfxId);
void Audio_PlaySfxIfNotInCutscene(u16 sfxId);
void func_800F6964(u16);
void func_800F6AB0(u16);
// ? Audio_DisableAllSeq(?);
@@ -1966,13 +1966,13 @@ void Audio_Init(void);
void Audio_InitSound(void);
void func_800F7170(void);
void func_800F71BC(s32 arg0);
void Audio_SetSoundBanksMute(u16 muteMask);
void Audio_SetSfxBanksMute(u16 muteMask);
void Audio_QueueSeqCmdMute(u8 channelIdx);
void Audio_ClearBGMMute(u8 channelIdx);
void Audio_PlaySoundGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
void Audio_ProcessSoundRequest(void);
void Audio_ChooseActiveSounds(u8 bankId);
void Audio_PlayActiveSounds(u8 bankId);
void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
void Audio_ProcessSfxRequest(void);
void Audio_ChooseActiveSfx(u8 bankId);
void Audio_PlayActiveSfx(u8 bankId);
void Audio_StopSfxByBank(u8 bankId);
void func_800F8884(u8 bankId, Vec3f* pos);
void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos);
@@ -1982,10 +1982,10 @@ void Audio_QueueSeqCmd(u32 cmd);
void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId);
void Audio_StopSfxByTokenAndId(u8 token, u16 sfxId);
void Audio_StopSfxById(u32 sfxId);
void Audio_ProcessSoundRequests(void);
void Audio_ProcessSfxRequests(void);
void func_800F8F88(void);
u8 Audio_IsSfxPlaying(u32 sfxId);
void Audio_ResetSounds(void);
void Audio_ResetSfx(void);
void func_800F9474(u8, u16);
void func_800F94FC(u32);
void Audio_ProcessSeqCmd(u32);
+5 -5
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@@ -9,7 +9,7 @@ typedef enum {
/* 4 */ BANK_SYSTEM,
/* 5 */ BANK_OCARINA,
/* 6 */ BANK_VOICE
} SoundBankType;
} SfxBankType;
typedef enum {
/* 0 */ SFX_STATE_EMPTY,
@@ -39,7 +39,7 @@ typedef struct {
/* 0x2D */ u8 next;
/* 0x2E */ u8 channelIdx;
/* 0x2F */ u8 unk_2F;
} SoundBankEntry; // size = 0x30
} SfxBankEntry; // size = 0x30
/*
* SFX IDs
@@ -89,9 +89,9 @@ typedef enum {
typedef struct {
u32 priority; // lower is more prioritized
u8 entryIndex;
} ActiveSound;
} ActiveSfx;
// SoundParams bit-packing
// SfxParams bit-packing
#define SFX_PARAM_01_SHIFT 0
#define SFX_PARAM_01_MASK (3 << SFX_PARAM_01_SHIFT)
@@ -116,6 +116,6 @@ typedef struct {
typedef struct {
u8 importance;
u16 params;
} SoundParams;
} SfxParams;
#endif
+15 -15
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@@ -129,7 +129,7 @@ extern f32 gDefaultPanVolume[128];
extern s16 gLowPassFilterData[16 * 8];
extern s16 gHighPassFilterData[15 * 8];
extern s32 gAudioContextInitalized;
extern u8 gIsLargeSoundBank[7];
extern u8 gIsLargeSfxBank[7];
extern u8 gChannelsPerBank[4][7];
extern u8 gUsedChannelsPerBank[4][7];
extern u8 gMorphaTransposeTable[16];
@@ -137,13 +137,13 @@ extern u8* gFrogsSongPtr;
extern OcarinaNote* gScarecrowLongSongPtr;
extern u8* gScarecrowSpawnSongPtr;
extern OcarinaSongButtons gOcarinaSongButtons[];
extern SoundParams* gSoundParams[7];
extern SfxParams* gSfxParams[7];
extern char D_80133390[];
extern char D_80133398[];
extern u8 gSoundRequestWriteIndex;
extern u8 gSoundRequestReadIndex;
extern SoundBankEntry* gSoundBanks[7];
extern u8 gSoundBankSizes[];
extern u8 gSfxRequestWriteIndex;
extern u8 gSfxRequestReadIndex;
extern SfxBankEntry* gSfxBanks[7];
extern u8 gSfxBankSizes[];
extern u8 gSfxChannelLayout;
extern u16 D_801333D0;
extern Vec3f gSfxDefaultPos;
@@ -208,15 +208,15 @@ extern volatile OSTime gRSPGFXTotalTime;
extern volatile OSTime gRSPOtherTotalTime;
extern volatile OSTime gRDPTotalTime;
extern SoundBankEntry D_8016BAD0[9];
extern SoundBankEntry D_8016BC80[12];
extern SoundBankEntry D_8016BEC0[22];
extern SoundBankEntry D_8016C2E0[20];
extern SoundBankEntry D_8016C6A0[8];
extern SoundBankEntry D_8016C820[3];
extern SoundBankEntry D_8016C8B0[5];
extern ActiveSound gActiveSounds[7][MAX_CHANNELS_PER_BANK]; // total size = 0xA8
extern u8 gSoundBankMuted[];
extern SfxBankEntry D_8016BAD0[9];
extern SfxBankEntry D_8016BC80[12];
extern SfxBankEntry D_8016BEC0[22];
extern SfxBankEntry D_8016C2E0[20];
extern SfxBankEntry D_8016C6A0[8];
extern SfxBankEntry D_8016C820[3];
extern SfxBankEntry D_8016C8B0[5];
extern ActiveSfx gActiveSfx[7][MAX_CHANNELS_PER_BANK]; // total size = 0xA8
extern u8 gSfxBankMuted[];
extern u16 gAudioSfxSwapSource[10];
extern u16 gAudioSfxSwapTarget[10];
extern u8 gAudioSfxSwapMode[10];
+2 -2
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@@ -365,7 +365,7 @@ typedef struct {
/* 0x00 */ u16 countdown;
/* 0x04 */ Vec3f worldPos;
/* 0x10 */ Vec3f projectedPos;
} SoundSource; // size = 0x1C
} SfxSource; // size = 0x1C
typedef enum {
/* 0x00 */ SKYBOX_NONE,
@@ -1151,7 +1151,7 @@ typedef struct PlayState {
/* 0x007C0 */ CollisionContext colCtx;
/* 0x01C24 */ ActorContext actorCtx;
/* 0x01D64 */ CutsceneContext csCtx; // "demo_play"
/* 0x01DB4 */ SoundSource soundSources[16];
/* 0x01DB4 */ SfxSource sfxSources[16];
/* 0x01F74 */ SramContext sramCtx;
/* 0x01F78 */ SkyboxContext skyboxCtx;
/* 0x020D8 */ MessageContext msgCtx; // "message"
+1 -1
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@@ -189,7 +189,7 @@ typedef struct Actor {
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle
/* 0x020 */ u16 sfx; // SFX ID to play. Sfx plays when value is set, then is cleared the following update cycle
/* 0x024 */ PosRot world; // Position/rotation in the world
/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
+1 -1
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@@ -332,7 +332,7 @@ typedef enum {
#define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
#define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
#define BUMP_NO_DAMAGE (1 << 4) // Does not take damage.
#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders.
#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound effect when hit by player-attached AT colliders.
#define BUMP_NO_HITMARK (1 << 6) // Skips hit effects.
#define BUMP_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.