support lus gameoverlay changes (and bump LUS) (#4067)
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@@ -632,7 +632,7 @@ s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 arg2) {
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// Keep track of the previous sequence/scene so we don't repeat notifications
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static uint16_t previousSeqId = UINT16_MAX;
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static int16_t previousSceneNum = INT16_MAX;
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if (CVarGetInteger("gSeqNameOverlay", 0) &&
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if (CVarGetInteger(CVAR_AUDIO("SeqNameOverlay"), 0) &&
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playerIdx == SEQ_PLAYER_BGM_MAIN &&
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(seqId != previousSeqId || (gPlayState != NULL && gPlayState->sceneNum != previousSceneNum))) {
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@@ -642,7 +642,7 @@ s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 arg2) {
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}
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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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Overlay_DisplayText_Seconds(CVarGetInteger(CVAR_AUDIO("SeqNameOverlayDuration"), 5), sequenceName);
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}
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}
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}
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