Add console commands for randomizing sfx and cosmetic groups (#3962)
* Add console commands for randomizing sfx and cosmetic groups * Update naming and use constexpr * Update soh/soh/Enhancements/debugconsole.cpp --------- Co-authored-by: Archez <Archez@users.noreply.github.com>
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@@ -41,14 +41,6 @@ extern bool isBetaQuestEnabled;
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extern "C" PlayState* gPlayState;
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enum SeqPlayers {
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/* 0 */ SEQ_BGM_MAIN,
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/* 1 */ SEQ_FANFARE,
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/* 2 */ SEQ_SFX,
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/* 3 */ SEQ_BGM_SUB,
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/* 4 */ SEQ_MAX
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};
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std::string GetWindowButtonText(const char* text, bool menuOpen) {
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char buttonText[100] = "";
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if (menuOpen) {
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@@ -192,16 +184,16 @@ void DrawSettingsMenu() {
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if (ImGui::BeginMenu("Audio")) {
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UIWidgets::PaddedEnhancementSliderFloat("Master Volume: %.1f %%", "##Master_Vol", "gGameMasterVolume", 0.0f, 1.0f, "", 1.0f, true, true, false, true);
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if (UIWidgets::PaddedEnhancementSliderFloat("Main Music Volume: %.1f %%", "##Main_Music_Vol", "gMainMusicVolume", 0.0f, 1.0f, "", 1.0f, true, true, false, true)) {
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Audio_SetGameVolume(SEQ_BGM_MAIN, CVarGetFloat("gMainMusicVolume", 1.0f));
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Audio_SetGameVolume(SEQ_PLAYER_BGM_MAIN, CVarGetFloat("gMainMusicVolume", 1.0f));
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}
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if (UIWidgets::PaddedEnhancementSliderFloat("Sub Music Volume: %.1f %%", "##Sub_Music_Vol", "gSubMusicVolume", 0.0f, 1.0f, "", 1.0f, true, true, false, true)) {
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Audio_SetGameVolume(SEQ_BGM_SUB, CVarGetFloat("gSubMusicVolume", 1.0f));
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Audio_SetGameVolume(SEQ_PLAYER_BGM_SUB, CVarGetFloat("gSubMusicVolume", 1.0f));
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}
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if (UIWidgets::PaddedEnhancementSliderFloat("Sound Effects Volume: %.1f %%", "##Sound_Effect_Vol", "gSFXMusicVolume", 0.0f, 1.0f, "", 1.0f, true, true, false, true)) {
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Audio_SetGameVolume(SEQ_SFX, CVarGetFloat("gSFXMusicVolume", 1.0f));
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Audio_SetGameVolume(SEQ_PLAYER_SFX, CVarGetFloat("gSFXMusicVolume", 1.0f));
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}
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if (UIWidgets::PaddedEnhancementSliderFloat("Fanfare Volume: %.1f %%", "##Fanfare_Vol", "gFanfareVolume", 0.0f, 1.0f, "", 1.0f, true, true, false, true)) {
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Audio_SetGameVolume(SEQ_FANFARE, CVarGetFloat("gFanfareVolume", 1.0f));
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Audio_SetGameVolume(SEQ_PLAYER_FANFARE, CVarGetFloat("gFanfareVolume", 1.0f));
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}
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static std::unordered_map<LUS::AudioBackend, const char*> audioBackendNames = {
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