exclude audio from shuffle (#2411)
* Rename "SFX Editor" to "Audio Editor" * Move some functionality out into a new class `AudioCollection` * Add a tab to exclude sfx/sequences from shuffle pool --------- Co-authored-by: briaguya <briaguya@alice> Co-authored-by: briaguya <briaguya> Co-authored-by: David Chavez <david@dcvz.io>
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@@ -5,7 +5,7 @@
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#include <libultraship/libultra.h>
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#include "global.h"
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#include "soh/OTRGlobals.h"
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#include "soh/Enhancements/sfx-editor/SfxEditor.h"
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#include "soh/Enhancements/audio/AudioCollection.h"
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#define MK_ASYNC_MSG(retData, tableType, id, status) (((retData) << 24) | ((tableType) << 16) | ((id) << 8) | (status))
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#define ASYNC_TBLTYPE(v) ((u8)(v >> 16))
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@@ -487,7 +487,7 @@ u8* AudioLoad_GetFontsForSequence(s32 seqId, u32* outNumFonts) {
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if (seqId == NA_BGM_DISABLED)
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return NULL;
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u16 newSeqId = SfxEditor_GetReplacementSeq(seqId);
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u16 newSeqId = AudioEditor_GetReplacementSeq(seqId);
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if (newSeqId > MAX_SEQUENCES || !sequenceMap[newSeqId]) {
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return NULL;
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}
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@@ -613,7 +613,7 @@ s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 arg2) {
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AudioSeq_SkipForwardSequence(seqPlayer);
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//! @bug missing return (but the return value is not used so it's not UB)
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if (CVarGetInteger("gSeqNameOverlay", 0) && playerIdx == SEQ_PLAYER_BGM_MAIN) {
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const char* sequenceName = SfxEditor_GetSequenceName(seqId);
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const char* sequenceName = AudioCollection_GetSequenceName(seqId);
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if (sequenceName != NULL) {
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Overlay_DisplayText_Seconds(CVarGetInteger("gSeqNameOverlayDuration", 5), sequenceName);
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}
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@@ -1341,7 +1341,7 @@ void AudioLoad_Init(void* heap, size_t heapSize) {
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for (size_t i = startingSeqNum; i < startingSeqNum + customSeqListSize; i++) {
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int j = i - startingSeqNum;
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SfxEditor_AddSequence(customSeqList[j], i);
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AudioCollection_AddToCollection(customSeqList[j], i);
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SequenceData sDat = ResourceMgr_LoadSeqByName(customSeqList[j]);
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sDat.seqNumber = i;
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@@ -1545,7 +1545,7 @@ s32 AudioLoad_SlowLoadSeq(s32 seqId, u8* ramAddr, s8* isDone) {
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size_t size;
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seqId = AudioLoad_GetRealTableIndex(SEQUENCE_TABLE, seqId);
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u16 newSeqId = SfxEditor_GetReplacementSeq(seqId);
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u16 newSeqId = AudioEditor_GetReplacementSeq(seqId);
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if (seqId != newSeqId) {
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gAudioContext.seqToPlay[SEQ_PLAYER_BGM_MAIN] = newSeqId;
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gAudioContext.seqReplaced[SEQ_PLAYER_BGM_MAIN] = 1;
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