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Apply volume to sounds with origin too
Previously sounds with an origin would always start at max volume. This is because the distance calculation adjusts the volume, and that volume needs to be updated every tic as distance changes. Storing the original volume works.
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1 changed files with 10 additions and 8 deletions
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@ -162,6 +162,9 @@ typedef struct
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// origin of sound
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const void *origin;
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// initial volume of sound, which is applied after distance and direction
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INT32 volume;
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// handle of the sound being played
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INT32 handle;
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@ -432,6 +435,7 @@ void S_StopSoundByNum(sfxenum_t sfxnum)
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void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
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{
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const INT32 initial_volume = volume;
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INT32 sep, pitch, priority, cnum;
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sfxinfo_t *sfx;
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const boolean reverse = (stereoreverse.value ^ encoremode);
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@ -789,6 +793,7 @@ dontplay4:
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// Assigns the handle to one of the channels in the
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// mix/output buffer.
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channels[cnum].volume = initial_volume;
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channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
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}
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@ -1054,7 +1059,7 @@ 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; // 8 bits internal volume precision
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volume = c->volume; // 8 bits internal volume precision
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pitch = NORM_PITCH;
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sep = NORM_SEP;
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@ -1361,15 +1366,12 @@ INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *v
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}
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// volume calculation
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if (approx_dist < S_CLOSE_DIST)
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{
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// SfxVolume is now hardware volume
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*vol = 255; // not snd_SfxVolume
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}
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else
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/* not sure if it should be > (no =), but this matches the old behavior */
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if (approx_dist >= S_CLOSE_DIST)
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{
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// distance effect
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*vol = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR;
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INT32 n = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS));
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*vol = FixedMul(*vol * FRACUNIT / 255, n) / S_ATTENUATOR;
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}
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if (splitscreen)
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