Improve music sequence identification for the two relevant SFX settings #2075
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Outdated suggestions cannot be applied.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.
The cosmetics settings 'Speed Up Music For Last Triforce Piece' and 'Slow Down Music When Low HP' relied on looking at the seq_index value of the structure z64_file to identify when to apply the change.
This had the drawback of not noticing some specific cases where another music sequence play on top of the current one played in the area, such as the miniboss music in dungeons, the windmill track, or the "Master Sword" track when you switch age in Temple of Time.
Instead, we now use this function : https://github.com/zeldaret/oot/blob/master/src/audio/sequence.c#L410
Which gives the accurate sequence index in every situation, and will correctly apply the music change on all specific cases stated above.