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Add s_playCinematicAudio cvar to enable/disable cinematic audio playback
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1 changed files with 4 additions and 8 deletions
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@ -37,7 +37,8 @@ If you have questions concerning this license or the applicable additional terms
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#endif
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extern idCVar s_noSound;
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// SRS - Add cvar to control whether cinematic audio is played: default is ON
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idCVar s_playCinematicAudio( "s_playCinematicAudio", "1", CVAR_BOOL, "Play audio if available in cinematic video files" );
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#define JPEG_INTERNALS
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//extern "C" {
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@ -718,7 +719,7 @@ bool idCinematicLocal::InitFromFFMPEGFile( const char* qpath, bool amilooping )
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//GK:Begin
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//After the video decoder is open then try to open audio decoder
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ret2 = av_find_best_stream( fmt_ctx, AVMEDIA_TYPE_AUDIO, -1, -1, &dec2, 0 );
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if( ret2 >= 0 ) //Make audio optional (only intro video has audio no other)
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if( ret2 >= 0 && s_playCinematicAudio.GetBool() ) //Make audio optional (only intro video has audio no other)
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{
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audio_stream_index = ret2;
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dec_ctx2 = avcodec_alloc_context3( dec2 );
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@ -755,11 +756,6 @@ bool idCinematicLocal::InitFromFFMPEGFile( const char* qpath, bool amilooping )
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#endif
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cinematicAudio->InitAudio( dec_ctx2 );
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}
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else
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{
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// SRS - Most cinematics have no audio, so disable the warning to reduce distracting log messages
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//common->Warning("idCinematic: Cannot find an audio stream in: '%s', %d\n", qpath, looping);
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}
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//GK:End
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CIN_WIDTH = dec_ctx->width;
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CIN_HEIGHT = dec_ctx->height;
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@ -921,7 +917,7 @@ bool idCinematicLocal::InitFromBinkDecFile( const char* qpath, bool amilooping )
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// SRS - Support Bink Audio for cinematic playback
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audioTracks = Bink_GetNumAudioTracks( binkHandle );
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if( audioTracks > 0 )
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if( audioTracks > 0 && s_playCinematicAudio.GetBool() )
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{
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trackIndex = 0; // SRS - Use the first audio track - is this reasonable?
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binkInfo = Bink_GetAudioTrackDetails( binkHandle, trackIndex );
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