Adds option for Lost Woods leading music to be disabled. (#3233)

In the Audio Editor Options tab, useful for hearing Custom Sequences more clearly in the Lost Woods.
This commit is contained in:
Christopher Leggett 2023-10-04 11:09:37 -04:00 committed by GitHub
parent a92844fa92
commit 85432ce496
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 11 additions and 1 deletions

View File

@ -401,6 +401,13 @@ void AudioEditor::DrawElement() {
UIWidgets::InsertHelpHoverText(
"Disables the music change when getting close to enemies. Useful for hearing "
"your custom music for each scene more often.");
UIWidgets::EnhancementCheckbox("Disable Leading Music in Lost Woods", "gLostWoodsConsistentVolume");
UIWidgets::InsertHelpHoverText(
"Disables the volume shifting in the Lost Woods. Useful for hearing "
"your custom music in the Lost Woods if you don't need the navigation assitance "
"the volume changing provides. If toggling this while in the Lost Woods, reload "
"the area for the effect to kick in."
);
UIWidgets::EnhancementCheckbox("Display Sequence Name on Overlay", "gSeqNameOverlay");
UIWidgets::InsertHelpHoverText(
"Displays the name of the current sequence in the corner of the screen whenever a new sequence "

View File

@ -41,7 +41,10 @@ void EnRiverSound_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
} else if (this->actor.params == RS_SARIAS_SONG) {
// Always have leading music in rando
if ((!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) && !IS_RANDO) {
if (
CVarGetInteger("gLostWoodsConsistentVolume", 0) ||
((!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) && !IS_RANDO)
) {
Actor_Kill(&this->actor);
}
}