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Scale down volume of all sounds, fixes #179
so even with many loud sounds the overall volume isn't reduced by OpenAL - apparently OpenAL scales down all sounds temporarily if the mixed result would be too loud or sth like that. Just sending all sounds to OpenAL with a lower volume prevents that from happening (just set your system speaker volume a bit higher if needed). This problem was especially noticable when shooting at metal walls with the shotgun (each pellet produces an impact sound so it gets kinda loud)
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@ -1675,6 +1675,13 @@ void idSoundWorldLocal::AddChannelContribution( idSoundEmitterLocal *sound, idSo
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// global volume scale
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volume *= soundSystemLocal.dB2Scale( idSoundSystemLocal::s_volume.GetFloat() );
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// DG: scaling the volume of *everything* down a bit to prevent some sounds
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// (like shotgun shot) being "drowned" when lots of other loud sounds
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// (like shotgun impacts on metal) are played at the same time
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// I guess this happens because the loud sounds mixed together are too loud so
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// OpenAL just makes *everything* quiter or sth like that.
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// See also https://github.com/dhewm/dhewm3/issues/179
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volume *= 0.333f; // (0.333 worked fine, 0.5 didn't)
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// volume fading
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float fadeDb = chan->channelFade.FadeDbAt44kHz( current44kHz );
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