fix garbled ice trap audio

This commit is contained in:
gymnast86
2026-05-29 22:57:38 -07:00
parent de12d277d0
commit 96ed5c671b
3 changed files with 11 additions and 2 deletions
+3
View File
@@ -398,4 +398,7 @@ inline int mDoAud_monsSeStart(u32 i_soundId, const Vec* i_pos, u32 i_actorId, u3
0);
}
#if TARGET_PC
mDoAud_zelAudio_c& mDoAud_getZelAudio();
#endif
#endif /* M_DO_M_DO_AUDIO_H */
@@ -421,8 +421,8 @@ static void handleFoolishItem() {
* eventually run out of memory so it is safer to unload everything and load it back in. */
auto sceneMgr = Z2GetSceneMgr();
const u32 seWave1 = sceneMgr->getLoadedSeWave_1();
const u32 seWave2 = sceneMgr->getLoadedSeWave_2();
const u32 seWave1 = mDoAud_getZelAudio().getLoadedSeWave_1();
const u32 seWave2 = mDoAud_getZelAudio().getLoadedSeWave_2();
sceneMgr->eraseSeWave(seWave1);
sceneMgr->eraseSeWave(seWave2);
sceneMgr->loadSeWave(0x46);
+6
View File
@@ -232,3 +232,9 @@ bool mDoAud_resetRecover() {
}
return 1;
}
#if TARGET_PC
mDoAud_zelAudio_c& mDoAud_getZelAudio() {
return g_mDoAud_zelAudio;
}
#endif