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Refactor audio randomization #685

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merged 10 commits into from
May 25, 2024

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@lahm86 lahm86 commented May 25, 2024

Part of #614.
Resolves #684.

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More deduplication here, so the shared AudioRandomizer now handles most things. I will follow up and rename this to AudioAllocator to stay in line with the rest; I just wanted to keep it separate to preserve history.

SFX rando is kept separate for TR1. I originally thought it wasn't going to be possible to randomize SFX in TR1R because it now uses MAIN.SFX and it seems to have a hardcoded LUT, meaning the samples and indices in the level files are ignored. But instead, what we now do here is randomize the SFX animation commands and any sound sources, which covers most things. There are still some hardcoded sounds we can't change, like Lara's gunshots. OG TR1 still uses the original method of swapping the WAV samples around.

I've also fixed #684 - Settings.AssaultCourseWireframe was being referenced instead of Settings.UncontrolledSFXAssaultCourse. The dangers of copy-paste...

@lahm86 lahm86 added this to the 1.9.0 milestone May 25, 2024
@lahm86 lahm86 self-assigned this May 25, 2024
@lahm86 lahm86 requested review from rr-, chreden and makotocchi May 25, 2024 15:04
@lahm86 lahm86 merged commit 9710b18 into LostArtefacts:master May 25, 2024
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@lahm86 lahm86 deleted the issue-614-audio-refactor branch May 25, 2024 15:47
@lahm86 lahm86 mentioned this pull request May 25, 2024
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lahm86 added a commit that referenced this pull request May 25, 2024
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Uncontrolled SFX assault course setting ignored
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