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Divide sound volume by number of local players
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1 changed files with 4 additions and 1 deletions
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@ -530,6 +530,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
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// Initialize sound parameters
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// Initialize sound parameters
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pitch = NORM_PITCH;
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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priority = NORM_PRIORITY;
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volume /= (splitscreen+1);
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if (splitscreen && listenmobj2) // Copy the sound for the split player
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if (splitscreen && listenmobj2) // Copy the sound for the split player
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{
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{
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@ -1007,7 +1008,7 @@ void S_UpdateSounds(void)
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if (I_SoundIsPlaying(c->handle))
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if (I_SoundIsPlaying(c->handle))
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{
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{
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// initialize parameters
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// initialize parameters
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volume = 255; // 8 bits internal volume precision
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volume = 255/(splitscreen+1); // 8 bits internal volume precision
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pitch = NORM_PITCH;
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pitch = NORM_PITCH;
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sep = NORM_SEP;
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sep = NORM_SEP;
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@ -1325,6 +1326,8 @@ 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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*vol = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR;
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}
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}
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*vol /= (splitscreen+1);
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return (*vol > 0);
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return (*vol > 0);
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}
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}
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