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Add define for using JP red coin sound (#489)
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@@ -9,6 +9,11 @@
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*/
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#define PERSISTENT_CAP_MUSIC
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/**
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* Red coins should use the unchanging JP sound effect.
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*/
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// #define JP_RED_COIN_SOUND
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/**
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* Increase audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH).
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* Note that this is REQUIRED in order to use the extended 0C audio bank. Do not disable this if you're planning on using it.
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@@ -4088,16 +4088,9 @@ layer_note1 31, 0x14, 127
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layer_end
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.sound_general_red_coin:
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#if defined(VERSION_EU) || defined(VERSION_SH)
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chan_setbank 9
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chan_setinstr 3
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#else
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chan_setinstr 128
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#endif
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chan_setenvelope .envelope_3378
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// Small bugfix: .main_loop_023589 expects layer 0 to live the longest.
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// I don't think this actually makes any audible difference given the
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// silence at the end.
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chan_setbank 9
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chan_setinstr 3
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# chan_setenvelope .envelope_3378 // Envelope for EU/SH not authentic to JP sound
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chan_setlayer 0, .layer_1907
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chan_setlayer 1, .layer_1902
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chan_setlayer 2, .layer_1909
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@@ -54,10 +54,15 @@ void bhv_red_coin_loop(void) {
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spawn_orange_number(o->parentObj->oHiddenStarTriggerCounter, 0, 0, 0);
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}
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#ifdef JP_RED_COIN_SOUND
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// For JP version, play an identical sound for all coins.
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create_sound_spawner(SOUND_GENERAL_RED_COIN);
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#else
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// On all versions but the JP version, each coin collected plays a higher noise.
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play_sound(SOUND_MENU_COLLECT_RED_COIN
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+ (((u8) o->parentObj->oHiddenStarTriggerCounter - 1) << 16),
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gGlobalSoundSource);
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#endif
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}
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coin_collected();
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