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reduce to 8 slots
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69d86681cd
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3 changed files with 6 additions and 6 deletions
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@ -11,7 +11,7 @@
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#include "soh/Enhancements/audio/miniaudio.h"
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#define AAE_SOUND_ACTION_BATCH_SIZE 64
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#define AAE_SLOTS_PER_HANDLE 16
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#define AAE_SLOTS_PER_HANDLE 8
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class IResource;
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struct DecodedSample {
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void* data; // A wav file.
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@ -383,15 +383,15 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
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if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON &&
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(player->stateFlags1 & PLAYER_STATE1_USING_BOOMERANG || player->stateFlags1 & PLAYER_STATE1_ITEM_IN_HAND)) {
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auto aimAssistProps = ActorAccessibility_ProvideAimAssistForActor(actor);
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ActorAccessibility_SetSoundPitch(actor, 9, aimAssistProps.pitch);
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ActorAccessibility_SetSoundVolume(actor, 9, aimAssistProps.volume);
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ActorAccessibility_SetSoundPan(actor, 9, aimAssistProps.pan);
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ActorAccessibility_SetSoundPitch(actor, 7, aimAssistProps.pitch);
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ActorAccessibility_SetSoundVolume(actor, 7, aimAssistProps.volume);
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ActorAccessibility_SetSoundPan(actor, 7, aimAssistProps.pan);
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// The above will have taken care of setting the appropriate frequency and pitch, so we'll take care of the
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// audio here based on those results.
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if (++actor->aimAssist.framesSinceAimAssist >= actor->aimAssist.frequency) {
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actor->aimAssist.framesSinceAimAssist = 0;
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ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false);
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ActorAccessibility_PlaySoundForActor(actor, 7, actor->policy.aimAssist.sfx, false);
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}
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} else {
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// Make sure there's no delay the next time you draw your bow or whatever.
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@ -65,7 +65,7 @@ struct AccessibleActor {
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f32 currentPitch;
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s16 sceneIndex; // If this actor represents a scene transition, then this will contain the destination scene index.
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// Zero otherwise.
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u16 managedSoundSlots; // These have their attenuation and panning parameters updated every frame automatically.
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u8 managedSoundSlots; // These have their attenuation and panning parameters updated every frame automatically.
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struct {
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u16 framesSinceAimAssist; // Allows rate-based vertical aim assist. Incremented every frame for aim assist
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// actors. Manually reset by aim assist provider.
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