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Play the launcher's sounds at Low by default.
A new launcher.json starts with sounds at low instead of off, and a value the file cannot hold falls back to low too (launcher/ui/sound.py DEFAULT_LEVEL). The player can still pick Off, Medium or High in Customize Launcher. The sounds are still only the game's select and back sounds, read from the player's own game. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -47,7 +47,7 @@ Customize Launcher (on the home screen) makes the look the player's own:
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- Animations (on by default): the cursor glides from row to row, a new screen slides into place, sparks drift up
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over the backdrop and Navi bobs in the title band with a pulsing halo (`App.animate`). They move by the time that
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passed, stand still while the window is hidden or minimised, and Off stops them all.
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- Sounds (off by default; Low, Medium or High): two of the game's own interface sounds, the decide and cancel sounds
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- Sounds (Low by default; Off, Medium or High): two of the game's own interface sounds, the decide and cancel sounds
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of its menus, when a row is chosen or a choice changes and when the player goes back. The launcher decodes them
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from the player's built game or dump into `data/cache/sounds` (`gamefiles.extract_sounds`:
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`Sound/Resource/Stream/SE_Sys_Do00.bwav` and `SE_Sys_Cancel00.bwav`, the files `runtime/menu_sound.c` plays in the
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@@ -377,7 +377,7 @@ pruning, unsafe archives, the background update (a release staged beside the run
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`staged.json` marker, a staged release installed after a restart, no install while the game runs, the install once
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it exited, nothing by itself with Install Updates Automatically off, a failed staging tried again after the next
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check), the font decoding on a system font wrapped like the game's, the look (every colour scheme complete, the
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background picture cut to the window's shape and kept, the sound effects as WAVs and off by default), `make_game.py`
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background picture cut to the window's shape and kept, the sound effects as WAVs and low by default), `make_game.py`
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on a synthetic
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`.nup` (events, skipped steps, `--rebuild` without the dump, step keys, the shaders key following the translator the
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build uses), the RomFS step beside the lift and compile
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