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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@@ -1700,7 +1700,7 @@ void Audio_OcaSetInstrument(u8 arg0) {
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}
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u16 sfxEditorId = arg0 + 0x81;
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u16 newArg0 = SfxEditor_GetReplacementSeq(sfxEditorId);
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u16 newArg0 = AudioEditor_GetReplacementSeq(sfxEditorId);
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if (newArg0 != sfxEditorId) {
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gAudioContext.seqReplaced[SEQ_PLAYER_SFX] = 1;
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arg0 = newArg0 - 0x81;
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@@ -4601,6 +4601,22 @@ void func_800F5ACC(u16 seqId) {
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}
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}
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// based on func_800F5ACC
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void PreviewSequence(u16 seqId) {
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u16 curSeqId = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
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if ((curSeqId & 0xFF) != NA_BGM_GANON_TOWER && (curSeqId & 0xFF) != NA_BGM_ESCAPE && curSeqId != seqId) {
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Audio_SetSequenceMode(SEQ_MODE_IGNORE);
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if (curSeqId != NA_BGM_DISABLED) {
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sPrevMainBgmSeqId = curSeqId;
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} else {
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osSyncPrintf("Middle Boss BGM Start not stack \n");
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}
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Audio_QueuePreviewSeqCmd(seqId);
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}
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}
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/**
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* Restores the previous sequence to the main bgm player before func_800F5ACC was called
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*/
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