diff options
| author | LagoLunatic <LagoLunatic@users.noreply.github.com> | 2025-12-07 00:09:16 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-12-06 21:09:16 -0800 |
| commit | cd94afafa0158278937dc2570badf48ec710cf0a (patch) | |
| tree | 02acc137440a7045fa30dec36c8cb2feb14c6a18 /src | |
| parent | fc31053cb6cbae738923c93f4ab574b06334d73d (diff) | |
Match Z2SceneMgr::sceneBgmStart (#2923)
Diffstat (limited to 'src')
| -rw-r--r-- | src/JSystem/JAudio2/JAISeq.cpp | 5 | ||||
| -rw-r--r-- | src/Z2AudioLib/Z2SceneMgr.cpp | 2 |
2 files changed, 2 insertions, 5 deletions
diff --git a/src/JSystem/JAudio2/JAISeq.cpp b/src/JSystem/JAudio2/JAISeq.cpp index bcde6d8734..cd42f1d70a 100644 --- a/src/JSystem/JAudio2/JAISeq.cpp +++ b/src/JSystem/JAudio2/JAISeq.cpp @@ -97,15 +97,14 @@ void JAISeq::releaseChildTracks_() { } bool JAISeq::prepare_getSeqData_() { - JAISoundID id(soundID_); // fakematch, should be using getID but it messes up stack - if (id.isAnonymous()) { + if (getID().isAnonymous()) { return true; } JAISeqDataMgr* seqDataMgr = inner_.seqMgr->getSeqDataMgr(); JUT_ASSERT(162, seqDataMgr); - switch (seqDataMgr->getSeqData(id, &inner_.mSeqData)) { + switch (seqDataMgr->getSeqData(getID(), &inner_.mSeqData)) { case 0: OS_REPORT("Failed In Loading Sequence Data:SEQ(0x%08x)\n", getID()); status_.state.unk = 2; diff --git a/src/Z2AudioLib/Z2SceneMgr.cpp b/src/Z2AudioLib/Z2SceneMgr.cpp index 91189b4fa3..6c1a917716 100644 --- a/src/Z2AudioLib/Z2SceneMgr.cpp +++ b/src/Z2AudioLib/Z2SceneMgr.cpp @@ -182,7 +182,6 @@ void Z2SceneMgr::setFadeInStart(u8 fadeType) { inGame = true; } -// NONMATCHING JSULink<JAIStream>::getNext() inlining void Z2SceneMgr::setSceneName(char* spot, s32 room, s32 layer) { OS_REPORT("[Z2SceneMgr::setSceneName] spot = %s, room = %d, layer = %d\n", spot, room, layer); JAISoundID bgm_id = -1; @@ -1927,7 +1926,6 @@ void Z2SceneMgr::load2ndDynamicWave() { } } -// NONMATCHING - extra BGM_ID load void Z2SceneMgr::sceneBgmStart() { OS_REPORT("[Z2SceneMgr::sceneBgmStart] %08x\n", *(u32*)&BGM_ID); inGame = true; |
