diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2022-01-11 11:27:36 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-01-11 00:27:36 +0000 |
| commit | 133e02a8a744ec7252b71ca5a0e310367dae037d (patch) | |
| tree | ba70920d638ff945e806df1b11297b3e33ab43f9 /src/code/z_actor.c | |
| parent | 6069a1585f34d46178b38554c8d547a266bb4123 (diff) | |
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
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 49eee7235..0b38d135f 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -2139,7 +2139,7 @@ void func_800B8E58(Player* player, u16 sfxId) { * Plays the sound effect at the actor's position */ void Actor_PlaySfxAtPos(Actor* actor, u16 sfxId) { - func_8019F1C0(&actor->projectedPos, sfxId); + Audio_PlaySfxAtPos(&actor->projectedPos, sfxId); } void func_800B8EF4(GlobalContext* globalCtx, Actor* actor) { @@ -2155,8 +2155,8 @@ void func_800B8EF4(GlobalContext* globalCtx, Actor* actor) { sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, actor->floorPoly, actor->floorBgId); } - func_8019F1C0(&actor->projectedPos, NA_SE_EV_BOMB_BOUND); - func_8019F1C0(&actor->projectedPos, sfxId + SFX_FLAG); + Audio_PlaySfxAtPos(&actor->projectedPos, NA_SE_EV_BOMB_BOUND); + Audio_PlaySfxAtPos(&actor->projectedPos, sfxId + SFX_FLAG); } void func_800B8F98(Actor* actor, u16 sfxId) { @@ -2580,7 +2580,7 @@ void func_800B9D1C(Actor* actor) { } else if (actor->audioFlags & 0x10) { func_801A0810(&D_801DB4A4, NA_SE_SY_TIMER - SFX_FLAG, (sfxId - 1)); } else if (actor->audioFlags & 1) { - func_8019F1C0(&actor->projectedPos, sfxId); + Audio_PlaySfxAtPos(&actor->projectedPos, sfxId); } } @@ -3345,7 +3345,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC actorCtx->targetContext.bgmEnemy = NULL; } - func_801A72CC(&actor->projectedPos); + Audio_StopSfxByPos(&actor->projectedPos); Actor_Destroy(actor, globalCtx); newHead = Actor_RemoveFromCategory(globalCtx, actorCtx, actor); @@ -3487,7 +3487,7 @@ void func_800BB8EC(GameState* gameState, ActorContext* actorCtx, Actor** arg2, A */ void Enemy_StartFinishingBlow(GlobalContext* globalCtx, Actor* actor) { globalCtx->actorCtx.freezeFlashTimer = 5; - Audio_PlaySoundAtPosition(globalCtx, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE); + SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE); } // blinking routine @@ -4717,7 +4717,7 @@ void Actor_SpawnIceEffects(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos s16 yaw; s32 j; - Audio_PlaySoundAtPosition(globalCtx, &actor->world.pos, 30, NA_SE_EV_ICE_BROKEN); + SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &actor->world.pos, 30, NA_SE_EV_ICE_BROKEN); for (i = 0; i < limbPosCount; i++) { yaw = Actor_YawToPoint(actor, limbPos); |
