less loud dungeon loading zone cue

This commit is contained in:
Demur Rumed 2025-06-27 00:51:41 +00:00
commit 23cd3e5701

View file

@ -43,20 +43,18 @@ extern u8 sBgPoEventPuzzleState;
}
void accessible_torches(AccessibleActor* actor) {
ObjSyokudai* torche = (ObjSyokudai*)actor->actor;
ObjSyokudai* torch = (ObjSyokudai*)actor->actor;
// temporary torches
if ((actor->actor->params) == 4230 || (actor->actor->params) == 4220 || (actor->actor->params) == 4227 ||
(actor->actor->params) == 4380 || actor->actor->params == 4321) {
if (torche->litTimer != 0) {
if (torch->litTimer != 0) {
actor->policy.volume = 0.1;
if ((actor->frameCount & 31) != 0) {
return;
}
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_IGNIT);
} else {
if (actor->policy.volume != 1.0) {
actor->policy.volume = 1.0;
}
} else if (actor->policy.volume != 1.0) {
actor->policy.volume = 1.0;
}
if ((actor->frameCount & 31) != 0) {
return;
@ -69,15 +67,15 @@ void accessible_torches(AccessibleActor* actor) {
// unlit permanent torches
if ((actor->actor->params) == 8192) {
if (torche->litTimer == 0) {
if (torch->litTimer == 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_IGNIT);
} else {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_ANUBIS_FIRE);
}
}
// lit permanent torches
if ((actor->actor->params) == 9216 || (actor->actor->params) == 962) {
actor->policy.volume = 0.5;
actor->policy.distance = 200.0;
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_ANUBIS_FIRE);
@ -205,7 +203,7 @@ void accessible_area_change(AccessibleActor* actor) {
} else if (actor->sceneIndex == SCENE_HYRULE_FIELD) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL);
} else if (actor->sceneIndex <= SCENE_GERUDO_TRAINING_GROUND) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FANTOM_WARP_S);
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_STALTU_LAUGH);
} else if (actor->sceneIndex >= SCENE_MARKET_ENTRANCE_DAY && actor->sceneIndex <= SCENE_MARKET_ENTRANCE_RUINS) {
if (actor->play->sceneNum >= SCENE_MARKET_DAY && actor->play->sceneNum <= SCENE_MARKET_RUINS) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL);