Adjust audio options margins a bit to fit everything
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@ -76,14 +76,14 @@ void audioOptionsInit(struct AudioOptions* audioOptions) {
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audioOptions->subtitlesLanguageText = menuBuildText(&gDejaVuSansFont, "Captions Language: ", GAMEPLAY_X + 8, GAMEPLAY_Y + 88);
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audioOptions->subtitlesLanguageDynamicText = menuBuildText(&gDejaVuSansFont, SubtitleLanguages[gSaveData.controls.subtitleLanguage], GAMEPLAY_X + 125, GAMEPLAY_Y + 88);
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audioOptions->subtitlesLanguage= menuBuildSlider(GAMEPLAY_X + 8, GAMEPLAY_Y + 108, 200, NUM_SUBTITLE_LANGUAGES);
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audioOptions->subtitlesLanguage= menuBuildSlider(GAMEPLAY_X + 8, GAMEPLAY_Y + 104, 200, NUM_SUBTITLE_LANGUAGES);
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audioOptions->subtitles_language_temp = (0xFFFF/NUM_SUBTITLE_LANGUAGES)* gSaveData.controls.subtitleLanguage;
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audioOptions->subtitlesLanguage.value = (int)gSaveData.controls.subtitleLanguage * (0xFFFF/NUM_SUBTITLE_LANGUAGES);
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audioOptions->audioLanguageText = menuBuildText(&gDejaVuSansFont, "Audio Language: ", GAMEPLAY_X + 8, GAMEPLAY_Y + 128);
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audioOptions->audioLanguageDynamicText = menuBuildText(&gDejaVuSansFont, AudioLanguages[gSaveData.audio.audioLanguage], GAMEPLAY_X + 150, GAMEPLAY_Y + 128);
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audioOptions->audioLanguageText = menuBuildText(&gDejaVuSansFont, "Audio Language: ", GAMEPLAY_X + 8, GAMEPLAY_Y + 124);
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audioOptions->audioLanguageDynamicText = menuBuildText(&gDejaVuSansFont, AudioLanguages[gSaveData.audio.audioLanguage], GAMEPLAY_X + 150, GAMEPLAY_Y + 124);
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audioOptions->audioLanguage= menuBuildSlider(GAMEPLAY_X + 8, GAMEPLAY_Y + 148, 200, SCROLL_TICKS_LANGUAGE);
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audioOptions->audioLanguage= menuBuildSlider(GAMEPLAY_X + 8, GAMEPLAY_Y + 140, 200, SCROLL_TICKS_LANGUAGE);
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audioOptions->audio_language_temp = (0xFFFF/SCROLL_TICKS)* gSaveData.audio.audioLanguage;
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audioOptions->audioLanguage.value = (int)gSaveData.audio.audioLanguage * (0xFFFF/SCROLL_TICKS_LANGUAGE);
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@ -161,7 +161,7 @@ enum MenuDirection audioOptionsUpdate(struct AudioOptions* audioOptions) {
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int tempAudio = (int)((audioOptions->audio_language_temp * (1.0f/0xFFFF) * NUM_AUDIO_LANGUAGES));
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tempAudio = (int)minf(maxf(0.0, tempAudio), NUM_AUDIO_LANGUAGES-1);
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gSaveData.audio.audioLanguage = tempAudio;
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audioOptions->audioLanguageDynamicText = menuBuildText(&gDejaVuSansFont, AudioLanguages[gSaveData.audio.audioLanguage], GAMEPLAY_X + 150, GAMEPLAY_Y + 128);
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audioOptions->audioLanguageDynamicText = menuBuildText(&gDejaVuSansFont, AudioLanguages[gSaveData.audio.audioLanguage], GAMEPLAY_X + 150, GAMEPLAY_Y + 124);
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break;
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}
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