Fixup loading SFX & PALEFFECT preview #359
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
So basically, I was frustrated trying to add an SFX to a scene and realized through debugging that my assumption that SFX are all loaded in at once via the SDAT groups on a per-scene basis was wrong. In actuality, here is the "play sound" chunk of the
SND_PLAY
command's routine:As you can see, it does a little dance with the two crossfade parameters: if both of them are less than zero, it loads the sound into memory. Otherwise, it does its crossfading stuff.
This PR reflects this new information and adds a checkbox for loading new SFX in. It also makes that checkbox turned on by default when adding commands and adds a little functionality to disable the crossfade numeric stepper when it's checked.
This PR also fixes up
BG_PALEFFECT
's preview (so that it applies to the background) and also adjusts the sepia filter to look closer to what it looks like in-game.