Fixed audio and sliders cc: @sonicdcer
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42a2fc2114
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@ -12,7 +12,7 @@ void sequence_channel_process_sound(struct SequenceChannel* seqChannel, s32 reca
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s32 i;
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if (seqChannel->changes.as_bitfields.volume || recalculateVolume) {
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channelVolume = (seqChannel->volume * (seqChannel->volumeScale * seqChannel->seqPlayer->fadeVolume)) * seqChannel->seqPlayer->appliedFadeVolume;
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channelVolume = seqChannel->volume * seqChannel->volumeScale * seqChannel->seqPlayer->appliedFadeVolume;
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if (seqChannel->seqPlayer->muted && (seqChannel->muteBehavior & MUTE_BEHAVIOR_SOFTEN) != 0) {
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channelVolume = seqChannel->seqPlayer->muteVolumeScale * channelVolume;
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}
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@ -3630,8 +3630,7 @@ void func_800CB14C() {
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}
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void audio_set_player_volume(u8 player, f32 volume) {
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gSequencePlayers[player].fadeVolume = volume;
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gSequencePlayers[player].recalculateVolume = 1;
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func_800C36C4(player, 0, volume * 127, 1);
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}
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// run audio?
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@ -228,7 +228,6 @@ struct SequencePlayer {
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/*0x130, 0x13C*/ u8* bankDmaCurrMemAddr;
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/*0x138, 0x140*/ uintptr_t bankDmaCurrDevAddr;
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/*0x13C, 0x144*/ size_t bankDmaRemaining;
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f32 gameVolume;
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}; // size = 0x140, 0x148 on EU, 0x14C on SH
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struct AdsrSettings {
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@ -172,8 +172,6 @@ void PortMenu::AddSettings() {
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.IsPercentage());
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AddWidget(path, "Main Music Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gMainMusicVolume")
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.Callback(
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[](WidgetInfo& info) { audio_set_player_volume(SEQ_PLAYER_LEVEL, CVarGetFloat("gMainMusicVolume", 1.0f)); })
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the background music volume.")
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.ShowButtons(false)
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@ -181,17 +179,13 @@ void PortMenu::AddSettings() {
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.IsPercentage());
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AddWidget(path, "Sound Effects Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gSFXMusicVolume")
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.Callback(
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[](WidgetInfo& info) { audio_set_player_volume(SEQ_PLAYER_SFX, CVarGetFloat("gSFXMusicVolume", 1.0f)); })
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the sound effects volume.")
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.ShowButtons(false)
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.Format("")
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.IsPercentage());
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AddWidget(path, "Sound Effects Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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AddWidget(path, "Environment Volume: %.0f%%", WIDGET_CVAR_SLIDER_FLOAT)
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.CVar("gEnvironmentVolume")
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.Callback(
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[](WidgetInfo& info) { audio_set_player_volume(SEQ_PLAYER_ENV, CVarGetFloat("gEnvironmentVolume", 1.0f)); })
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.Options(FloatSliderOptions()
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.Tooltip("Adjust the environment volume.")
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.ShowButtons(false)
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