From b4fb02cdb64a172d7267e118704ee7d644953e1a Mon Sep 17 00:00:00 2001 From: Demur Rumed Date: Sun, 1 Jun 2025 01:26:16 +0000 Subject: [PATCH] size optimization --- .../accessible-actors/AccessibleAudioEngine.h | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) diff --git a/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.h b/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.h index 48fd2cbe0..e27454bc9 100644 --- a/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.h +++ b/soh/soh/Enhancements/accessible-actors/AccessibleAudioEngine.h @@ -12,18 +12,14 @@ #define AAE_SOUND_ACTION_BATCH_SIZE 64 #define AAE_SLOTS_PER_HANDLE 8 -class IResource; -struct DecodedSample { - void* data; // A wav file. - size_t dataSize; -}; + struct SoundAction { uintptr_t handle; // This handle is user-defined and uniquely identifies a sound source. It can be anything, but the // address of an object with which the sound is associated is recommended. - int slot; // Allows multiple sounds per handle. The exact number is controlled by AAE_SOUNDS_PER_HANDLE. - int command; // One of the items belonging to AAE_COMMANDS. - std::string path; // If command is AAE_START, this is the path to the desired resource. + uint8_t slot; // Allows multiple sounds per handle. The exact number is controlled by AAE_SOUNDS_PER_HANDLE. + uint8_t command; // One of the items belonging to AAE_COMMANDS. bool looping; // If command is AAE_START, specifies whether or not the sound should loop. + std::string path; // If command is AAE_START, this is the path to the desired resource. union { float pitch; float volume;