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<title>Shipwright/soh/src/code/audio_load.c, branch let-it-snow</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/'/>
<entry>
<title>OTRGlobals cleanup (#4251)</title>
<updated>2024-11-19T16:44:44+00:00</updated>
<author>
<name>Pepe20129</name>
<email>72659707+Pepe20129@users.noreply.github.com</email>
</author>
<published>2024-11-19T16:44:44+00:00</published>
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<id>9bed5af33b920cc0d44b410dce152de784ce56b3</id>
<content type='text'>
* Remove unused headers

* Move all "ResourceMgr_" functions to a new file

* Don't transitively include SaveManager

* Move cvar prefixes to a new header

* Add missing includes

* Update OTRGlobals.cpp

* Fix build

* Address review

* Fix some of the errors

* Update gameplaystats.h

* Update z_en_in.c

* Hopefully fix the linux issues

* Fix Linux issues for real this time, I checked

* Update ResourceManagerHelpers.cpp

* Update z_obj_mure2.c

* Post-merge fixes

* Fix build (hopefully)

* Post-merge fixes

* Update z_file_nameset_PAL.c

* cleanup some unnecessary headers (#7)

---------

Co-authored-by: Archez &lt;Archez@users.noreply.github.com&gt;</content>
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* Remove unused headers

* Move all "ResourceMgr_" functions to a new file

* Don't transitively include SaveManager

* Move cvar prefixes to a new header

* Add missing includes

* Update OTRGlobals.cpp

* Fix build

* Address review

* Fix some of the errors

* Update gameplaystats.h

* Update z_en_in.c

* Hopefully fix the linux issues

* Fix Linux issues for real this time, I checked

* Update ResourceManagerHelpers.cpp

* Update z_obj_mure2.c

* Post-merge fixes

* Fix build (hopefully)

* Post-merge fixes

* Update z_file_nameset_PAL.c

* cleanup some unnecessary headers (#7)

---------

Co-authored-by: Archez &lt;Archez@users.noreply.github.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>support lus gameoverlay changes (and bump LUS) (#4067)</title>
<updated>2024-04-23T02:57:33+00:00</updated>
<author>
<name>briaguya</name>
<email>70942617+briaguya-ai@users.noreply.github.com</email>
</author>
<published>2024-04-23T02:57:33+00:00</published>
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<id>3070fb474612362aa8ee49d0f7bcd60316184d21</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Add scene table (#3131)</title>
<updated>2023-09-01T16:46:19+00:00</updated>
<author>
<name>Pepe20129</name>
<email>72659707+Pepe20129@users.noreply.github.com</email>
</author>
<published>2023-09-01T16:46:19+00:00</published>
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<id>45b7520dcb79d5accb717e9bfda13e0e0ce2a9af</id>
<content type='text'>
* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp</content>
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<pre>
* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp</pre>
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</content>
</entry>
<entry>
<title>fix audio crash when trying to detect BGM_DISABLED (#3150)</title>
<updated>2023-08-30T17:07:21+00:00</updated>
<author>
<name>Adam Bird</name>
<email>Archez@users.noreply.github.com</email>
</author>
<published>2023-08-30T17:07:21+00:00</published>
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</pre>
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</entry>
<entry>
<title>Add an error for implicit functions (#3017)</title>
<updated>2023-06-27T23:53:35+00:00</updated>
<author>
<name>louist103</name>
<email>35883445+louist103@users.noreply.github.com</email>
</author>
<published>2023-06-27T23:53:35+00:00</published>
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<id>acfc04d0acdfc83f4dce326844779195bfc51197</id>
<content type='text'>
* Add the flag and fix errors

* switch assert and skin matrix

* new LUS

* Use normal assert

* hopefully fix WiiU

Signed-off-by: Louis &lt;louist103@pop-os.localdomain&gt;

---------

Signed-off-by: Louis &lt;louist103@pop-os.localdomain&gt;
Co-authored-by: Louis &lt;louist103@pop-os.localdomain&gt;
Co-authored-by: Christopher Leggett &lt;chris@leggett.dev&gt;</content>
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<pre>
* Add the flag and fix errors

* switch assert and skin matrix

* new LUS

* Use normal assert

* hopefully fix WiiU

Signed-off-by: Louis &lt;louist103@pop-os.localdomain&gt;

---------

Signed-off-by: Louis &lt;louist103@pop-os.localdomain&gt;
Co-authored-by: Louis &lt;louist103@pop-os.localdomain&gt;
Co-authored-by: Christopher Leggett &lt;chris@leggett.dev&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Fix Missing Custom Sequences (#2649)</title>
<updated>2023-04-01T03:35:29+00:00</updated>
<author>
<name>Malkierian</name>
<email>malkierian@gmail.com</email>
</author>
<published>2023-04-01T03:35:29+00:00</published>
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<id>f7703e14e85d7646248320168dc0f4aa3c6c43de</id>
<content type='text'>
* Modifies custom sequence loading to bypass other sounds being loaded in AudioCollection to fix missing custom sequences on load.

* Modified `audio_load`'s sequenceMap allocation to utilize `AudioCollection`'s sequenceMap size to account for all audio assets already loaded into that sequenceMap. This gives a non-arbitrary number in addition to the vanilla sequence count to allocate with for `audio_load`'s sequenceMap.

Added `HasSequenceNum` to `AudioCollection` as well to streamline the check against `AudioCollection`'s sequenceMap to skip the non-sequence assets in there.

Added clarification comment for seqNum and MAX_AUTHENTIC_SEQID section.

* Clarified comment about AudioCollection seqNum and MAX_AUTHENTIC_SEQID.

* A bit more on comment from the last commit.</content>
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<pre>
* Modifies custom sequence loading to bypass other sounds being loaded in AudioCollection to fix missing custom sequences on load.

* Modified `audio_load`'s sequenceMap allocation to utilize `AudioCollection`'s sequenceMap size to account for all audio assets already loaded into that sequenceMap. This gives a non-arbitrary number in addition to the vanilla sequence count to allocate with for `audio_load`'s sequenceMap.

Added `HasSequenceNum` to `AudioCollection` as well to streamline the check against `AudioCollection`'s sequenceMap to skip the non-sequence assets in there.

Added clarification comment for seqNum and MAX_AUTHENTIC_SEQID section.

* Clarified comment about AudioCollection seqNum and MAX_AUTHENTIC_SEQID.

* A bit more on comment from the last commit.</pre>
</div>
</content>
</entry>
<entry>
<title>Makes sequenceMap and seqLoadStatus a dynamic size (#2610)</title>
<updated>2023-03-12T19:55:25+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2023-03-12T19:55:25+00:00</published>
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<id>d9008938f8518de31bce394615b0db19287e0805</id>
<content type='text'>
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function.</content>
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<pre>
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function.</pre>
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</content>
</entry>
<entry>
<title>don't show duped sequence names, don't repeat track intros on barinade (#2482)</title>
<updated>2023-02-16T23:45:51+00:00</updated>
<author>
<name>briaguya</name>
<email>70942617+briaguya-ai@users.noreply.github.com</email>
</author>
<published>2023-02-16T23:45:51+00:00</published>
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<id>f4f10e4a4934a2824ce623c3aeb482186b132051</id>
<content type='text'>
* better fix for repeated sequence names, add delay to fix repeated bgm on barinade

---------

Co-authored-by: briaguya &lt;briaguya@alice&gt;</content>
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<pre>
* better fix for repeated sequence names, add delay to fix repeated bgm on barinade

---------

Co-authored-by: briaguya &lt;briaguya@alice&gt;</pre>
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</content>
</entry>
<entry>
<title>exclude audio from shuffle (#2411)</title>
<updated>2023-02-16T14:49:45+00:00</updated>
<author>
<name>briaguya</name>
<email>70942617+briaguya-ai@users.noreply.github.com</email>
</author>
<published>2023-02-16T14:49:45+00:00</published>
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<id>1e6ec1bddadfb75ad0d57a44255bf62ff729a784</id>
<content type='text'>
* Rename "SFX Editor" to "Audio Editor"
* Move some functionality out into a new class `AudioCollection`
* Add a tab to exclude sfx/sequences from shuffle pool 

---------

Co-authored-by: briaguya &lt;briaguya@alice&gt;
Co-authored-by: briaguya &lt;briaguya&gt;
Co-authored-by: David Chavez &lt;david@dcvz.io&gt;</content>
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<pre>
* Rename "SFX Editor" to "Audio Editor"
* Move some functionality out into a new class `AudioCollection`
* Add a tab to exclude sfx/sequences from shuffle pool 

---------

Co-authored-by: briaguya &lt;briaguya@alice&gt;
Co-authored-by: briaguya &lt;briaguya&gt;
Co-authored-by: David Chavez &lt;david@dcvz.io&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Enhancement: Adds Slider for Duration of Sequence Names on the Overlay (#2375)</title>
<updated>2023-01-21T02:48:17+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2023-01-21T02:48:17+00:00</published>
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<id>1b9962dfc2b65134bf46cbe027cfc4a106ee898a</id>
<content type='text'>
* New function: overlay text duration in seconds.

`Overlay_DisplayText` took a float as an argument, with no clear indication of what that float represented. That float also evaluates to different durations given different frame rates. However, since we know what the frame rate should be at any given time (since it's stored in a CVar) we can calculate what this duration should be based on the number of seconds we want the overlay to be displayed. That's what `Overlay_DisplayText_Seconds` does.

* Adds Slider for Overlay Sequence Name Durations</content>
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* New function: overlay text duration in seconds.

`Overlay_DisplayText` took a float as an argument, with no clear indication of what that float represented. That float also evaluates to different durations given different frame rates. However, since we know what the frame rate should be at any given time (since it's stored in a CVar) we can calculate what this duration should be based on the number of seconds we want the overlay to be displayed. That's what `Overlay_DisplayText_Seconds` does.

* Adds Slider for Overlay Sequence Name Durations</pre>
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