fix snoring sfx not stopping on wake up

also stops the snoring sound when mario is deleted
This commit is contained in:
headshot2017 2023-01-26 20:17:30 -04:00
parent f4b6232496
commit e9a3114084
2 changed files with 10 additions and 8 deletions

View file

@ -331,14 +331,14 @@ s32 act_sleeping(struct MarioState *m) {
}
s32 act_waking_up(struct MarioState *m) {
// if (!m->actionTimer) {
// func_803205E8(SOUND_MARIO_SNORING1, m->marioObj->header.gfx.cameraToObject);
// func_803205E8(SOUND_MARIO_SNORING2, m->marioObj->header.gfx.cameraToObject);
//#ifndef VERSION_JP
// func_803205E8(SOUND_MARIO_SNORING3, m->marioObj->header.gfx.cameraToObject);
//#endif
// raise_background_noise(2);
// }
if (!m->actionTimer) {
stop_sound(SOUND_MARIO_SNORING1, m->marioObj->header.gfx.cameraToObject);
stop_sound(SOUND_MARIO_SNORING2, m->marioObj->header.gfx.cameraToObject);
#ifndef VERSION_JP
stop_sound(SOUND_MARIO_SNORING3, m->marioObj->header.gfx.cameraToObject);
#endif
raise_background_noise(2);
}
if (m->input & INPUT_UNKNOWN_10) {
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0);

View file

@ -265,6 +265,8 @@ SM64_LIB_FN void sm64_mario_delete( int32_t marioId )
struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
global_state_bind( globalState );
stop_sound(SOUND_MARIO_SNORING3, gMarioState->marioObj->header.gfx.cameraToObject);
free( gMarioObject );
free_area( gCurrentArea );