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
+7 -1
View File
@@ -373,7 +373,7 @@ void Audio_QueueSeqCmd(u32 cmd)
if (op == 0 || op == 2 || op == 12) {
u8 seqId = cmd & 0xFF;
u8 playerIdx = GET_PLAYER_IDX(cmd);
u16 newSeqId = SfxEditor_GetReplacementSeq(seqId);
u16 newSeqId = AudioEditor_GetReplacementSeq(seqId);
gAudioContext.seqReplaced[playerIdx] = (seqId != newSeqId);
gAudioContext.seqToPlay[playerIdx] = newSeqId;
cmd |= (seqId & 0xFF);
@@ -382,6 +382,12 @@ void Audio_QueueSeqCmd(u32 cmd)
sAudioSeqCmds[sSeqCmdWrPos++] = cmd;
}
void Audio_QueuePreviewSeqCmd(u16 seqId) {
gAudioContext.seqReplaced[0] = 1;
gAudioContext.seqToPlay[0] = seqId;
sAudioSeqCmds[sSeqCmdWrPos++] = 1;
}
void Audio_ProcessSeqCmds(void) {
while (sSeqCmdWrPos != sSeqCmdRdPos) {
Audio_ProcessSeqCmd(sAudioSeqCmds[sSeqCmdRdPos++]);