-
Notifications
You must be signed in to change notification settings - Fork 632
Makes sequenceMap and seqLoadStatus a dynamic size #2608
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Makes sequenceMap and seqLoadStatus a dynamic size #2608
Conversation
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function.
|
Would we want this in Khan Bravo or is this too far removed from being a bugfix for that? |
|
I could see this being a Khan Bravo thing (assuming testing goes well) |
|
OK I'll leave this up for people to test with and backport the commit if that goes well. |
|
Just because we've had problems with it in the past, does the init also not get called again when fast file select is turned on? |
|
No, AudioInit is called well before the title screen, and isn't called at any point after that, fast file select or no. |
|
I did not test with fast file select turned on. Considering regular music works fine with fast file select it should still be fine with fast file select but I will confirm later. |
|
I did confirm. The results were as I said. |
|
I've been playing through a rando run on this with no issues (and before introducing this I did have crashing issues due to too many custom sequences) so if no one else has run into any issues I think we can call this good. Now the question is do we want to merge this directly to dev or to Khan first via #2610? |
|
I'm leaning khan for it. Considering it's been well tested and prevents issues with too many sequences it feels close enough to a bugfix to get in khan |
|
Closing because #2610 was merged. A future khan->dev merge will bring this functionality into the main develop branch. |
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function. I have already confirmed that AudioLoad_Init only gets called once per launch, and on soft-reset, AudioLoad_Init does not get called again, so these memory allocations do not cause any memory leaks.
Build Artifacts