this bug was caused by too many sounds playing at once. to alleviate this two things were implemented
- lowered the max number of active sounds from 16 to 12, this based on my testing eliminated all crackling sounds
- made an array of sound clips that are "skippable". also added a function to check if a given sound ID is skippable based on the list.
the idea here is there are some sounds (footsteps, portal shooting, portal entering, etc.) that are acceptable to be skipped. there are other
sounds that are more important to not skip (glados speaking, menu sounds, buttons pressed, etc.). by marking some as skippable, those sounds
will not be able to be played after the number of active sounds passes a MAX_SKIPPABLE_SOUNDS threshold. this makes the event of skipping an
important sound like glados speaking MUCH less likely. as more sound effects are added to the game we will need to make sure to add them to
that list if they are less important.
Fixes#183
chamber numbers displayed in both the save and load screen menu's are now the correct number.
I acheived this by making a function that creates a mapping from level/room numbers -> chamber numbers
this mapping will need to be updated when new levels are added to the game, however its such low overhead that I think its okay. another option would be to store the chamber number when passing in or out of elevators and saving that number as the player progresses.
screenshots (of a couple chambers) attached.
all chambers verified to be working.
previously the HUD was conforming to the PC version of the game (orange on right, blue on left), however because we are targeting the console version for the remake the HUD colors have now been inverted (blue on right, orange on left)
fully tested on emulator, new colored HUD images attached.