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https://github.com/HarbourMasters/Shipwright
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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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@@ -1067,7 +1067,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
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seqPlayer->seqId = gAudioContext.seqToPlay[seqPlayer->playerIdx];
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gAudioContext.seqReplaced[seqPlayer->playerIdx] = 0;
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}
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u16 seqId = SfxEditor_GetReplacementSeq(seqPlayer->seqId);
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u16 seqId = AudioEditor_GetReplacementSeq(seqPlayer->seqId);
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SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
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command = sDat.fonts[sDat.numFonts - result - 1];
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}
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@@ -1184,7 +1184,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
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seqPlayer->seqId = gAudioContext.seqToPlay[seqPlayer->playerIdx];
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gAudioContext.seqReplaced[seqPlayer->playerIdx] = 0;
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}
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u16 seqId = SfxEditor_GetReplacementSeq(seqPlayer->seqId);
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u16 seqId = AudioEditor_GetReplacementSeq(seqPlayer->seqId);
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SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
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// The game apparantely would sometimes do negative array lookups, the result of which would get rejected by AudioHeap_SearchCaches, never
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