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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.
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@ -401,6 +401,13 @@ void AudioEditor::DrawElement() {
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UIWidgets::InsertHelpHoverText(
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"Disables the music change when getting close to enemies. Useful for hearing "
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"your custom music for each scene more often.");
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UIWidgets::EnhancementCheckbox("Disable Leading Music in Lost Woods", "gLostWoodsConsistentVolume");
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UIWidgets::InsertHelpHoverText(
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"Disables the volume shifting in the Lost Woods. Useful for hearing "
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"your custom music in the Lost Woods if you don't need the navigation assitance "
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"the volume changing provides. If toggling this while in the Lost Woods, reload "
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"the area for the effect to kick in."
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);
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UIWidgets::EnhancementCheckbox("Display Sequence Name on Overlay", "gSeqNameOverlay");
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UIWidgets::InsertHelpHoverText(
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"Displays the name of the current sequence in the corner of the screen whenever a new sequence "
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@ -41,7 +41,10 @@ void EnRiverSound_Init(Actor* thisx, PlayState* play) {
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Actor_Kill(&this->actor);
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} else if (this->actor.params == RS_SARIAS_SONG) {
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// Always have leading music in rando
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if ((!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) && !IS_RANDO) {
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if (
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CVarGetInteger("gLostWoodsConsistentVolume", 0) ||
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((!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) && !IS_RANDO)
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) {
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Actor_Kill(&this->actor);
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}
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}
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