frlg and rse min time for throw no sound#1153
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kichithewolf wants to merge 1 commit intoPokemonAutomation:mainfrom
Open
frlg and rse min time for throw no sound#1153kichithewolf wants to merge 1 commit intoPokemonAutomation:mainfrom
kichithewolf wants to merge 1 commit intoPokemonAutomation:mainfrom
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shiny_detector.throw_if_no_sound();changed toshiny_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.