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* Fix achievement sound not playing in cutscenes. * Prevent achievement overlay from showing if sounds cannot be played.
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
#include <api/SWA.h>
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#include <apu/embedded_player.h>
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#include <cpu/guest_stack_var.h>
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#include <kernel/function.h>
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#include <kernel/heap.h>
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#include <kernel/memory.h>
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#include <ui/game_window.h>
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#include <patches/inspire_patches.h>
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void Game_PlaySound(const char* pName)
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{
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if (EmbeddedPlayer::s_isActive)
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{
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EmbeddedPlayer::Play(pName);
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}
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else
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{
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// Use EVENT category in cutscenes since SYSTEM gets muted by the game.
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uint32_t category = !InspirePatches::s_sceneName.empty() ? 10 : 7;
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guest_stack_var<boost::anonymous_shared_ptr> soundPlayer;
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GuestToHostFunction<void>(sub_82B4DF50, soundPlayer.get(), ((be<uint32_t>*)g_memory.Translate(0x83367900))->get(), category, 0, 0);
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auto soundPlayerVtable = (be<uint32_t>*)g_memory.Translate(*(be<uint32_t>*)soundPlayer->get());
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uint32_t virtualFunction = *(soundPlayerVtable + 1);
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size_t strLen = strlen(pName);
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void *strAllocation = g_userHeap.Alloc(strLen + 1);
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memcpy(strAllocation, pName, strLen + 1);
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GuestToHostFunction<void>(virtualFunction, soundPlayer->get(), strAllocation, 0);
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g_userHeap.Free(strAllocation);
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}
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}
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void Window_SetDisplay(int displayIndex)
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{
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GameWindow::SetDisplay(displayIndex);
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}
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void Window_SetFullscreen(bool isEnabled)
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{
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GameWindow::SetFullscreen(isEnabled);
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}
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