Achievements: Make sound effects not contingent on notifications
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@@ -1024,13 +1024,11 @@ void Achievements::DisplayAchievementSummary()
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Host::RunOnCPUThread([title = std::move(title), summary = std::move(summary), icon = s_game_icon]() {
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if (FullscreenUI::IsInitialized() && g_settings.achievements_notifications)
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{
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ImGuiFullscreen::AddNotification(10.0f, std::move(title), std::move(summary), std::move(icon));
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// Technically not going through the resource API, but since we're passing this to something else, we can't.
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if (g_settings.achievements_sound_effects)
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FrontendCommon::PlaySoundAsync(Path::Combine(EmuFolders::Resources, INFO_SOUND_NAME).c_str());
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}
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// Technically not going through the resource API, but since we're passing this to something else, we can't.
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if (g_settings.achievements_sound_effects)
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FrontendCommon::PlaySoundAsync(Path::Combine(EmuFolders::Resources, INFO_SOUND_NAME).c_str());
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});
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}
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@@ -1821,9 +1819,9 @@ void Achievements::UnlockAchievement(u32 achievement_id, bool add_notification /
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ImGuiFullscreen::AddNotification(15.0f, std::move(title), achievement->description,
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GetAchievementBadgePath(*achievement));
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if (g_settings.achievements_sound_effects)
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FrontendCommon::PlaySoundAsync(Path::Combine(EmuFolders::Resources, UNLOCK_SOUND_NAME).c_str());
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}
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if (g_settings.achievements_sound_effects)
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FrontendCommon::PlaySoundAsync(Path::Combine(EmuFolders::Resources, UNLOCK_SOUND_NAME).c_str());
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if (IsMastered())
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DisplayMasteredNotification();
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