Do you have any quests that exhibit this, or is it entirely random? Do you know if any other sounds were playing when the enemy sound to eat money didn't play?
IIRC, eating money just sets Game->DCounter[CR_RUPEES], so if something else was playinbg, it may have caused a conflict. If you have any quests that exhibit this bug, please send one across, or post it.
Sound 18 (hardcoded to Game->DCounter[CR_RUPEES]) shouldn't play for single rupee collection: The item pickup sound, should. If that is also set to sound 18, of course, it'll play that.
The only other sound onscreen would be Link's hurt SFX when he's engulfed, and (maybe?) a SFX I replaced with a silent .wav, but the only silent .wavs I have are SFX 18 and 25.
Here is the .qst file, it opens with Link on the screen with the Rupee Likes. Sometimes the draining sounds play correctly, sometimes they don't play at all:
https://drive.google...eTc4ekJoZ3gtaXM
The Wallet Fill/Drain SFX are set to 67 using Saffith's script (his last try didn't seem to have any effect when I tested it, so I've just been using his next to last script):
const int SFX_WALLETFILL = 67;
bool RupeeSFX;
//in global, before waitdraw
UpdateRupeeSFX();
//end global
void UpdateRupeeSFX()
{
if(Game->DCounter[CR_RUPEES]==0)
return;
RupeeSFX=!RupeeSFX;
if(RupeeSFX)
Game->PlaySound(SFX_WALLETFILL);
}
The Rupee Pickup SFX is set to 67 in the Item Editor, and SFX 18 used to be a silent .wav that popped, but I replaced that with a silent .wav which doesn't pop.
I somehow suspect it's connected to this:
I noticed that sometimes there's no wallet fill SFX if Link only collects a single rupee (and sometimes there is). But I solved that by also placing the single rupee collect SFX in the item pickup sound slot.
EDIT: The Rupee Likes not playing the wallet drain SFX seems to happen most often if I'm engulfed by the red one first, and less often if I'm engulfed by the green one first.
EDIT2: Also, while nothing to really complain about, the Magic Meter Fill SFX is sometimes played when I collect a magic jar, even though the meter is filled (and there's no sound in the Pickup slot).
const int SFX_MAGICFILL = 82; // Or whatever
bool MagicSFX;
void UpdateMagicSFX()
{
if(Game->DCounter[CR_MAGIC]==0)
return;
MagicSFX=!MagicSFX;
if(MagicSFX)
Game->PlaySound(SFX_MAGICFILL);
}
UpdateMagicSFX();
Edited by Cukeman, 07 August 2016 - 05:03 PM.