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Enemy rando, play and stop miniboss music - #7097

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HarbourMasters:developfrom
djevangelia:minibgm
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Enemy rando, play and stop miniboss music#7097
djevangelia wants to merge 3 commits into
HarbourMasters:developfrom
djevangelia:minibgm

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@djevangelia

@djevangelia djevangelia commented Aug 21, 2026

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Miniboss music is currently not played for randomized miniboss enemies due to problems with music not being stopped.
This lets miniboss music play for Dark Link, Iron Knuckle, Stalfos, Gerudo Fighter and Lizalfos/Dinolfos.

  • If rando miniboss music is off, it is only played for non-randomized minibosses.
  • If on and player is not in a non-randomized miniboss room, an OnPlayerUpdate hook controls which music is played based on distance to any active miniboss enemies in the room (ignores non-activated Gerudo Fighters, Stalfos and Lizalfos).
  • If player is in a non-randomized miniboss room, the miniboss controls the music played like normal.
  • Miniboss music is always stopped on room change.

The music play distances are currently XYZ 1200.0f and Y 350.0f (stop distance 1250.0f and 400.0f).

Some new actor hooks:

  • Activation of Iron Knuckle moved to the first action function (previously in init), this is both more native and more dramatic as miniboss music doesn't play instantly and you can hear and see them activate.
  • Similar hook to Dark Link as the very short activation distance was hindering its activity.
  • For Gerudo Fighter, Stalfos and Lizalfos, if music is enabled, a Y distance check is added to activation that is consistent with music distance check to prevent them from activating without music.
  • And, func_800FA0B4 replaced with decomp Audio_GetActiveSeqId

There were a lot of tricky parts to this so needs to be playtested a bit.
This is what is looks and sounds like: https://www.youtube.com/watch?v=OOLlFBY0IV8

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@frontyardpixel

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Is this a toggle? Sorry I'm away from home and can't test right now.

@djevangelia

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Yes, it's toggle to either play miniboss music for only non-randomized minibosses, or play for them + all randomized Dark Link, Iron Knuckle, Stalfos and Gerudo Fighter. I'll add Lizalfos/Dinolfos too as they are big and disruptive. I have not added White Wolfos because they are quite puny.
ps. I did see your comment regarding scaled health Keese, I've noted it down to look at sometime.

@frontyardpixel

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Ok I'll test it out sometime tomorrow. I play exclusively one hit kill enemy randomizer with delete file on death enabled, so I'm constantly doing runs when I have free time. I think toggling this setting is going to give me a real challenge unintentionally. I rely on sound heavily when playing. When I enter a normal enemy room and the miniboss music starts playing, I immediately know there's an invisible Stalfos somewhere. It gives me time to prepare myself. If it's constantly going off for other enemies I dont think I'll last very long 😅

ps. I did see your comment regarding scaled health Keese, I've noted it down to look at sometime.

No worries, take all the time you need. I'm completely satisfied now that you've squashed all the softlock bugs I've come across. I was getting tired of opening the save editor to figure out which flag opens the door lol.

@djevangelia

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Sounds like grim settings. Everything can be fine-tuned, so if there's some enemy or some room that stands out, music play requirements can be changed. For instance, I imagine BotW main room could use reduced XZ distance for playing so it doesn't play on room entry for the caged Like like enemy etc.

@frontyardpixel

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  1. The Lizalfos miniboss room only plays the start of the theme then cuts off.

  2. The miniboss theme would start up and then stop when entering a room with no enemies if the previous room was playing it.

  3. Hitting switches that activate the puzzle jingle would stop and restart the theme.

  4. Killing Stalfos would stop and restart the theme while fighting multiple different enemies that use the song.

This mod is indeed very tricky. I think even if you were to fix these bugs, there's still an unfixable issue with the miniboss theme itself, it's annoying lol. Even if I were to use custom music with my favorite song, I'd still think it'd be annoying. Having that theme play in every other room or more just doesn't work in my opinion.

As for the theme proximity, it's very jarring. I would run through the forest meadow to get Saria's song and pass by an Iron Knuckle. The way it would go from a happy song to a scary song then back to a happy song in seconds feels totally off.

I know you said it can be tweaked, but I'm having trouble imagining how the music could be made less annoying and constant. The only thing I can think of is having it so the theme only starts up when targeting an enemy, but even that idea I'm not really fond of.

One last random thought I want to share is that the activation sound for the Iron Knuckle is a total jump scare. If anything, I think you should repurpose the Iron Knuckle for a Halloween update. Have it so there's a very rare chance he'll spawn randomly by the player anywhere in the game with that scary activation sound lmao.

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