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>
This commit is contained in:
briaguya
2023-02-16 09:49:45 -05:00
committed by GitHub
parent 27f961ac4f
commit 1e6ec1bdda
16 changed files with 960 additions and 574 deletions
+2 -2
View File
@@ -1067,7 +1067,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
seqPlayer->seqId = gAudioContext.seqToPlay[seqPlayer->playerIdx];
gAudioContext.seqReplaced[seqPlayer->playerIdx] = 0;
}
u16 seqId = SfxEditor_GetReplacementSeq(seqPlayer->seqId);
u16 seqId = AudioEditor_GetReplacementSeq(seqPlayer->seqId);
SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
command = sDat.fonts[sDat.numFonts - result - 1];
}
@@ -1184,7 +1184,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
seqPlayer->seqId = gAudioContext.seqToPlay[seqPlayer->playerIdx];
gAudioContext.seqReplaced[seqPlayer->playerIdx] = 0;
}
u16 seqId = SfxEditor_GetReplacementSeq(seqPlayer->seqId);
u16 seqId = AudioEditor_GetReplacementSeq(seqPlayer->seqId);
SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[seqId]);
// The game apparantely would sometimes do negative array lookups, the result of which would get rejected by AudioHeap_SearchCaches, never