Skip to content

frlg and rse min time for throw no sound#1153

Open
kichithewolf wants to merge 1 commit intoPokemonAutomation:mainfrom
kichithewolf:frlg_no_audio_fix
Open

frlg and rse min time for throw no sound#1153
kichithewolf wants to merge 1 commit intoPokemonAutomation:mainfrom
kichithewolf:frlg_no_audio_fix

Conversation

@kichithewolf
Copy link
Copy Markdown
Collaborator

shiny_detector.throw_if_no_sound(); changed to shiny_detector.throw_if_no_sound(std::chrono::milliseconds(1000)); This seems to fix the issue reported by Dhruv in this thread.

I was only able to inconsistently replicate in FRLG Legendary Reset, so I tried with the other audio-required programs as well. In Area Zero Platform I was able to do it twice (see video here for #2) but only by causing an encounter right away by starting on the platform, which was similar to how the shiny detector for FRLG in handle_encounter() doesn't detect for very long. Plus, attempting to replicate in other programs (LZA Overworld Reset and LA Alpha Crobat Hunter) that use throw_if_no_sound() failed. The other programs all have the audio detector running for longer periods of time, which is why I think this fixed it.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant