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Diffstat (limited to 'src/code/z_collision_check.c')
-rw-r--r--src/code/z_collision_check.c48
1 files changed, 16 insertions, 32 deletions
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index 75e6ebef7..a3b62a06e 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -1566,11 +1566,9 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
if (flags == ATELEM_SFX_NORMAL && collider->colMaterial != COL_MATERIAL_METAL) {
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
if (collider->actor == NULL) {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
} else {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
} else if (flags == ATELEM_SFX_NORMAL) { // collider->colMaterial == COL_MATERIAL_METAL
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_METAL, hitPos);
@@ -1582,20 +1580,16 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
} else if (flags == ATELEM_SFX_HARD) {
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
if (collider->actor == NULL) {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
} else {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
} else if (flags == ATELEM_SFX_WOOD) {
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_DUST, hitPos);
if (collider->actor == NULL) {
- Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_CENTERED(NA_SE_IT_REFLECTION_WOOD);
} else {
- Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &collider->actor->projectedPos, 4,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&collider->actor->projectedPos, NA_SE_IT_REFLECTION_WOOD);
}
}
}
@@ -1606,17 +1600,13 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
s32 CollisionCheck_SwordHitAudio(Collider* atCol, ColliderElement* acElem) {
if (atCol->actor != NULL && atCol->actor->category == ACTORCAT_PLAYER) {
if (acElem->elemMaterial == ELEM_MATERIAL_UNK0) {
- Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_IT_SWORD_STRIKE);
} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK1) {
- Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &atCol->actor->projectedPos, 4,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_IT_SWORD_STRIKE_HARD);
} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK2) {
- Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_NONE);
} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK3) {
- Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_NONE);
}
}
return true;
@@ -1693,8 +1683,7 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* atCol, ColliderElement
} else if (sHitInfo[acCol->colMaterial].effect == HIT_WOOD) {
if (atCol->actor == NULL) {
CollisionCheck_SpawnShieldParticles(play, hitPos);
- Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_CENTERED(NA_SE_IT_REFLECTION_WOOD);
} else {
CollisionCheck_SpawnShieldParticlesWood(play, hitPos, &atCol->actor->projectedPos);
}
@@ -1707,11 +1696,9 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* atCol, ColliderElement
} else {
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
if (acCol->actor == NULL) {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
} else {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &acCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(&acCol->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
}
}
@@ -3525,8 +3512,7 @@ void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v) {
*/
void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v) {
CollisionCheck_SpawnShieldParticles(play, v);
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_SW, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_REFLECT_SW);
}
/**
@@ -3534,8 +3520,7 @@ void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v) {
*/
void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos) {
CollisionCheck_SpawnShieldParticles(play, v);
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_SW, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(pos, NA_SE_IT_SHIELD_REFLECT_SW);
}
/**
@@ -3575,8 +3560,7 @@ void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* a
woodInit.lightPoint.z = woodInit.position.z;
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &woodInit);
- Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ SFX_PLAY_AT_POS(actorPos, NA_SE_IT_REFLECTION_WOOD);
}
/**