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Scale ambient and music volumes to game volume
-cl_musicvolume changed to scalar -cl_ambientsound changed back to scalar
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79d3e270a6
commit
91daecffdb
4 changed files with 19 additions and 15 deletions
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@ -1628,7 +1628,7 @@ void InitInput (void)
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cl_autohelp = gEngfuncs.pfnRegisterVariable ( kvAutoHelp, "1.0", FCVAR_ARCHIVE );
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cl_centerentityid = gEngfuncs.pfnRegisterVariable ( kvCenterEntityID, "0.0", FCVAR_ARCHIVE );
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cl_musicenabled = gEngfuncs.pfnRegisterVariable ( kvMusicEnabled, "0", FCVAR_ARCHIVE );
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cl_musicvolume = gEngfuncs.pfnRegisterVariable ( kvMusicVolume, "155", FCVAR_ARCHIVE );
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cl_musicvolume = gEngfuncs.pfnRegisterVariable ( kvMusicVolume, "1", FCVAR_ARCHIVE );
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cl_musicdir = gEngfuncs.pfnRegisterVariable ( kvMusicDirectory, "", FCVAR_ARCHIVE);
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cl_musicdelay = gEngfuncs.pfnRegisterVariable ( kvMusicDelay, "90", FCVAR_ARCHIVE);
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cl_dynamiclights = gEngfuncs.pfnRegisterVariable ( kvDynamicLights, "1", FCVAR_ARCHIVE );
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@ -100,11 +100,10 @@ void AvHAmbientSound::UpdateVolume(const Vector& inListenerPosition)
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{
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theVolume = this->mVolume - this->mVolume*(theDistance/(float)this->mFadeDistance);
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}
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float ambientscale = CVAR_GET_FLOAT("cl_ambientsound") * 0.01f;
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ambientscale = min(max(0, ambientscale), 1);
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theVolume = min(max(0, theVolume), 255);
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theVolume *= ambientscale;
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//cl_ambientsound 1 is original NS3.2 volume, now changable as well as scaled by the master volume.
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float ambientscale = CVAR_GET_FLOAT("cl_ambientsound") * CVAR_GET_FLOAT("volume");
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ambientscale = min(max(0, ambientscale), 2);
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theVolume = min(max(0, theVolume * ambientscale), 255);
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FMOD_INSTANCE* theFMOD = gHUD.GetFMOD();
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@ -468,7 +468,9 @@ void UIHud::PlayRandomSong(void)
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// // Set volume to half way. TODO: This should use a real music volume variable
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// FSOUND_SetPan(this->mCurrentChannel, FSOUND_STEREOPAN);
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//
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int theVolume = (int)(cl_musicvolume->value);
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//2023 - Making "volume" cvar a master volume. Multiplying by 155 as it was the original default value on the previous 0-255 cvar range.
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int theVolume = min(max(0, cl_musicvolume->value * CVAR_GET_FLOAT("volume") * 155), 255);
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// this->mBytesInCurrentSong = FSOUND_Stream_GetLength(this->mCurrentSongStream);
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if(this->PlaySong(theRelativeSongName, theVolume, false, this->mCurrentSongStream, this->mCurrentChannel, this->mBytesInCurrentSong))
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@ -660,11 +662,14 @@ void UIHud::UpdateMusic(float inCurrentTime)
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this->StopMusic();
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}
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if(this->mSongIsPlaying && ((int)(cl_musicvolume->value) != this->mCurrentVolume))
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//2023 - Making "volume" cvar a master volume. Multiplying by 155 as it was the original default value on the previous 0-255 cvar range.
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int musicVol = min(max(0, cl_musicvolume->value * CVAR_GET_FLOAT("volume") * 155), 255);;
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if (this->mSongIsPlaying && (musicVol != this->mCurrentVolume))
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{
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this->mCurrentVolume = (int)(cl_musicvolume->value);
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this->mCurrentVolume = min(max(0, this->mCurrentVolume), 255);
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cl_musicvolume->value = this->mCurrentVolume;
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this->mCurrentVolume = musicVol;
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//this->mCurrentVolume = min(max(0, this->mCurrentVolume), 255);
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//cl_musicvolume->value = this->mCurrentVolume;
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mFMOD->FSOUND_SetVolume(this->mCurrentChannel, this->mCurrentVolume);
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}
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@ -50,7 +50,7 @@ DESCRIPTION INFO_OPTIONS
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"cl_ambientsound"
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{
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"Ambient sound volume (0 to 100)"
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"Ambient sound volume (0 to 1)"
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{ NUMBER 0.000000 1.000000 }
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{ "0.000000" }
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}
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@ -448,9 +448,9 @@ DESCRIPTION INFO_OPTIONS
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"cl_musicvolume"
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{
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"Music volume (0-255)"
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{ NUMBER 0.000000 255.000000 }
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{ "100.000000" }
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"Music volume (0-2)"
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{ NUMBER 0.000000 2.000000 }
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{ "1.000000" }
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}
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"cl_musicdirectory"
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