From 85432ce496143e19fa4ac37b615c14acaeb192bc Mon Sep 17 00:00:00 2001 From: Christopher Leggett Date: Wed, 4 Oct 2023 11:09:37 -0400 Subject: [PATCH] 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. --- soh/soh/Enhancements/audio/AudioEditor.cpp | 7 +++++++ .../overlays/actors/ovl_En_River_Sound/z_en_river_sound.c | 5 ++++- 2 files changed, 11 insertions(+), 1 deletion(-) diff --git a/soh/soh/Enhancements/audio/AudioEditor.cpp b/soh/soh/Enhancements/audio/AudioEditor.cpp index a640696d6..ce33a0560 100644 --- a/soh/soh/Enhancements/audio/AudioEditor.cpp +++ b/soh/soh/Enhancements/audio/AudioEditor.cpp @@ -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 " diff --git a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c index 9c9816365..4582e0b3f 100644 --- a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c +++ b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c @@ -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); } }