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