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- Reduce volume reduction
- Don't apply to sounds without an origin mobj
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parent
5ff1817c34
commit
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1 changed files with 8 additions and 3 deletions
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@ -530,7 +530,9 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
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// Initialize sound parameters
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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volume /= (splitscreen+1);
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if (origin)
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volume = FixedDiv(volume<<FRACBITS, FixedSqrt((splitscreen+1)<<FRACBITS))>>FRACBITS;
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if (splitscreen && listenmobj2) // Copy the sound for the split player
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{
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@ -1008,10 +1010,13 @@ void S_UpdateSounds(void)
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if (I_SoundIsPlaying(c->handle))
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{
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// initialize parameters
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volume = 255/(splitscreen+1); // 8 bits internal volume precision
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volume = 255; // 8 bits internal volume precision
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pitch = NORM_PITCH;
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sep = NORM_SEP;
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if (c->origin)
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volume = FixedDiv(volume<<FRACBITS, FixedSqrt((splitscreen+1)<<FRACBITS))>>FRACBITS;
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// check non-local sounds for distance clipping
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// or modify their params
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if (c->origin && ((c->origin != players[consoleplayer].mo)
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@ -1326,7 +1331,7 @@ INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *v
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*vol = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR;
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}
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*vol /= (splitscreen+1);
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*vol = FixedDiv((*vol)<<FRACBITS, FixedSqrt((splitscreen+1)<<FRACBITS))>>FRACBITS;
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return (*vol > 0);
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}
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