diff --git a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp index 97d4f487f..1425d8d4a 100644 --- a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp +++ b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp @@ -696,6 +696,11 @@ void ActorAccessibility_InitActors() { ActorAccessibility_InitPolicy(&policy, "Boulder", NA_SE_EV_ROCK_BROKEN); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_BOMBIWA, policy); ActorAccessibility_AddSupportedActor(ACTOR_BG_HIDAN_KOWARERUKABE, policy); + ActorAccessibility_AddSupportedActor(ACTOR_BG_MIZU_BWALL, policy); + ActorAccessibility_AddSupportedActor(ACTOR_BG_JYA_BOMBIWA, policy); + ActorAccessibility_AddSupportedActor(ACTOR_BG_BOMBWALL, policy); + ActorAccessibility_AddSupportedActor(ACTOR_BG_BREAKWALL, policy); + ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT17_BAKUDANKABE, policy); ActorAccessibility_InitPolicy(&policy, "Bronze Boulder", NA_SE_IT_HAMMER_HIT); ActorAccessibility_AddSupportedActor(ACTOR_OBJ_HAMISHI, policy); ActorAccessibility_InitPolicy(&policy, "Time Block", NA_SE_EV_TIMETRIP_LIGHT); @@ -835,9 +840,6 @@ void ActorAccessibility_InitActors() { } }); ActorAccessibility_AddSupportedActor(ACTOR_BG_YDAN_MARUTA, policy); - ActorAccessibility_InitPolicy(&policy, "bombable wall", NA_SE_EN_OCTAROCK_ROCK); - ActorAccessibility_AddSupportedActor(ACTOR_BG_BREAKWALL, policy); - ActorAccessibility_AddSupportedActor(ACTOR_BG_BOMBWALL, policy); ActorAccessibility_InitPolicy(&policy, "231 dekus", [](AccessibleActor* actor) { if (actor->actor->params == 1) { ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_NUTS_FAINT, false); diff --git a/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.cpp b/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.cpp index 215b2cca5..06bf57295 100644 --- a/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.cpp +++ b/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.cpp @@ -153,7 +153,7 @@ void AccessibleAudioEngine::doPrepare(SoundAction& action) { // Even if we get fewer frames than expected, we should still submit a full buffer of silence. if (framesRead < nextChunk) ma_silence_pcm_frames(chunk + (framesRead * 2), (nextChunk - framesRead), ma_format_f32, 2); - ma_pcm_rb_commit_write(&preparedOutput, (uint32_t)nextChunk); + ma_pcm_rb_commit_write(&preparedOutput, nextChunk); nFrames -= nextChunk; } } @@ -243,7 +243,7 @@ void AccessibleAudioEngine::runThread() { } SoundSlot* AccessibleAudioEngine::findSound(SoundAction& action) { - if (action.slot < 0 || action.slot >= AAE_SLOTS_PER_HANDLE) + if (action.slot >= AAE_SLOTS_PER_HANDLE) return NULL; auto i = sounds.find(action.handle); if (i == sounds.end()) @@ -475,11 +475,11 @@ void AccessibleAudioEngine::mix(int16_t* ogBuffer, uint32_t nFrames) { ma_mix_pcm_frames_f32(mixedChunk, sourceChunk, nextChunk, AAE_CHANNELS, 1.0); // If we've gone over 1.0, we'll need to scale back before we go back to 16-bit or we'll distort. float scalar = 1.0; - for (int i = 0; i < nextChunk * AAE_CHANNELS; i++) + for (uint32_t i = 0; i < nextChunk * AAE_CHANNELS; i++) scalar = std::max(scalar, mixedChunk[i]); if (scalar > 1.0) { scalar = 1.0 / scalar; - for (int i = 0; i < nextChunk * AAE_CHANNELS; i++) + for (uint32_t i = 0; i < nextChunk * AAE_CHANNELS; i++) mixedChunk[i] *= scalar; } // Chunk is ready to go out via the game's usual channels