Adds option for showing sequence names on the overlay (#2237)

* Adds option for showing sequence names on the overlay

Allows sequences to appear on the overlay in the bottom right corner for a few seconds whenever a new one is loaded into the primary sequence player. This means it does not apply to fanfares or enemy bgm. Fanfares I chose not to display because it would cause a lot of text to display back to back in some areas, and enemy bgm would have some technical challenges with this due to the way it loads. Mainly because the Lost Woods music would load in Goron City the same way (as well as the opposite).

* Fixes crash when a sequence without a name is attempted to be displayed.

* Removes accidentally committed CMakeSettings.json

* Updates CVar_GetS32 to CVarGetInteger
This commit is contained in:
Christopher Leggett 2023-01-19 03:50:50 -05:00 committed by GitHub
commit a335aba987
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3 changed files with 20 additions and 0 deletions

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@ -612,6 +612,12 @@ s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 arg2) {
seqPlayer->playerIdx = playerIdx;
AudioSeq_SkipForwardSequence(seqPlayer);
//! @bug missing return (but the return value is not used so it's not UB)
if (CVarGetInteger("gSeqNameOverlay", 0) && playerIdx == SEQ_PLAYER_BGM_MAIN) {
const char* sequenceName = SfxEditor_GetSequenceName(seqId);
if (sequenceName != NULL) {
Overlay_DisplayText(5.0f, sequenceName);
}
}
}
u8* AudioLoad_SyncLoadSeq(s32 seqId) {