Merge branch 'window-focus-music' into 'master'

Window focus options for playing sounds/music

See merge request STJr/SRB2Internal!407
This commit is contained in:
MascaraSnake 2019-10-25 15:37:06 -04:00
commit 4a9eb387f7
4 changed files with 64 additions and 25 deletions

View file

@ -1327,22 +1327,25 @@ static menuitem_t OP_OpenGLColorMenu[] =
static menuitem_t OP_SoundOptionsMenu[] =
{
{IT_HEADER, NULL, "Game Audio", NULL, 0}, // 0 // ScrollMenu offsets
{IT_STRING | IT_CVAR, NULL, "Sound Effects", &cv_gamesounds, 13}, // 6
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Sound Volume", &cv_soundvolume, 23}, // 11
{IT_HEADER, NULL, "Game Audio", NULL, 0},
{IT_STRING | IT_CVAR, NULL, "Sound Effects", &cv_gamesounds, 6},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Sound Volume", &cv_soundvolume, 11},
{IT_STRING | IT_CVAR, NULL, "Digital Music", &cv_gamedigimusic, 43}, // 21
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Digital Music Volume", &cv_digmusicvolume, 53}, // 26
{IT_STRING | IT_CVAR, NULL, "Digital Music", &cv_gamedigimusic, 21},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Digital Music Volume", &cv_digmusicvolume, 26},
{IT_STRING | IT_CVAR, NULL, "MIDI Music", &cv_gamemidimusic, 73}, // 36
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "MIDI Music Volume", &cv_midimusicvolume, 83}, // 41
{IT_STRING | IT_CVAR, NULL, "MIDI Music", &cv_gamemidimusic, 36},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "MIDI Music Volume", &cv_midimusicvolume, 41},
{IT_HEADER, NULL, "Accessibility", NULL, 103}, // 50
{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 115}, // 56
{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 125}, // 62
{IT_HEADER, NULL, "Accessibility", NULL, 50},
{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 56},
{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 61},
{IT_STRING | IT_CVAR, NULL, "Play Sound Effects if Unfocused", &cv_playsoundsifunfocused, 71},
{IT_STRING | IT_CVAR, NULL, "Play Music if Unfocused", &cv_playmusicifunfocused, 76},
#ifdef HAVE_MIXERX
{IT_STRING | IT_SUBMENU, NULL, "Advanced Settings...", &OP_SoundAdvancedDef, 143},
{IT_STRING | IT_SUBMENU, NULL, "Advanced Settings...", &OP_SoundAdvancedDef, 94},
#endif
};
@ -1965,18 +1968,9 @@ menu_t OP_ColorOptionsDef =
0,
NULL
};
menu_t OP_SoundOptionsDef =
{
menu_t OP_SoundOptionsDef = DEFAULTSCROLLMENUSTYLE(
MN_OP_MAIN + (MN_OP_SOUND << 6),
"M_SOUND",
sizeof (OP_SoundOptionsMenu)/sizeof (menuitem_t),
&OP_MainDef,
OP_SoundOptionsMenu,
M_DrawGenericMenu,
30, 30,
0,
NULL
};
"M_SOUND", OP_SoundOptionsMenu, &OP_MainDef, 30, 30);
#ifdef HAVE_MIXERX
menu_t OP_SoundAdvancedDef = DEFAULTMENUSTYLE(MN_OP_MAIN + (MN_OP_SOUND << 6), "M_SOUND", OP_SoundAdvancedMenu, &OP_SoundOptionsDef, 30, 30);
#endif

View file

@ -117,6 +117,10 @@ consvar_t cv_gamedigimusic = {"digimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_O
consvar_t cv_gamemidimusic = {"midimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameMIDIMusic_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_gamesounds = {"sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange, 0, NULL, NULL, 0, 0, NULL};
// Window focus sound sytem toggles
consvar_t cv_playmusicifunfocused = {"playmusicifunfocused", "No", CV_SAVE, CV_YesNo};
consvar_t cv_playsoundsifunfocused = {"playsoundsifunfocused", "No", CV_SAVE, CV_YesNo};
#ifdef HAVE_OPENMPT
static CV_PossibleValue_t interpolationfilter_cons_t[] = {{0, "Default"}, {1, "None"}, {2, "Linear"}, {4, "Cubic"}, {8, "Windowed sinc"}, {0, NULL}};
consvar_t cv_modfilter = {"modfilter", "0", CV_SAVE|CV_CALL, interpolationfilter_cons_t, ModFilter_OnChange, 0, NULL, NULL, 0, 0, NULL};
@ -278,6 +282,8 @@ void S_RegisterSoundStuff(void)
CV_RegisterVar(&cv_samplerate);
CV_RegisterVar(&cv_resetmusic);
CV_RegisterVar(&cv_resetmusicbyheader);
CV_RegisterVar(&cv_playsoundsifunfocused);
CV_RegisterVar(&cv_playmusicifunfocused);
CV_RegisterVar(&cv_gamesounds);
CV_RegisterVar(&cv_gamedigimusic);
CV_RegisterVar(&cv_gamemidimusic);
@ -373,6 +379,18 @@ lumpnum_t S_GetSfxLumpNum(sfxinfo_t *sfx)
return W_GetNumForName("dsthok");
}
//
// Sound Status
//
boolean S_SoundDisabled(void)
{
return (
sound_disabled ||
( window_notinfocus && ! cv_playsoundsifunfocused.value )
);
}
// Stop all sounds, load level info, THEN start sounds.
void S_StopSounds(void)
{
@ -540,7 +558,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
mobj_t *listenmobj = players[displayplayer].mo;
mobj_t *listenmobj2 = NULL;
if (sound_disabled || !sound_started)
if (S_SoundDisabled() || !sound_started)
return;
// Don't want a sound? Okay then...
@ -730,7 +748,7 @@ dontplay:
void S_StartSound(const void *origin, sfxenum_t sfx_id)
{
if (sound_disabled)
if (S_SoundDisabled())
return;
if (mariomode) // Sounds change in Mario mode!
@ -1434,6 +1452,13 @@ boolean S_MusicPaused(void)
return I_SongPaused();
}
boolean S_MusicNotInFocus(void)
{
return (
( window_notinfocus && ! cv_playmusicifunfocused.value )
);
}
musictype_t S_MusicType(void)
{
return I_SongType();
@ -1867,6 +1892,10 @@ static boolean S_PlayMusic(boolean looping, UINT32 fadeinms)
}
S_InitMusicVolume(); // switch between digi and sequence volume
if (S_MusicNotInFocus())
S_PauseAudio();
return true;
}
@ -2009,6 +2038,9 @@ void S_PauseAudio(void)
void S_ResumeAudio(void)
{
if (S_MusicNotInFocus())
return;
if (I_SongPlaying() && I_SongPaused())
I_ResumeSong();

View file

@ -45,6 +45,9 @@ extern consvar_t cv_gamedigimusic;
extern consvar_t cv_gamemidimusic;
extern consvar_t cv_gamesounds;
extern consvar_t cv_playmusicifunfocused;
extern consvar_t cv_playsoundsifunfocused;
#ifdef HAVE_OPENMPT
extern consvar_t cv_modfilter;
#endif
@ -144,6 +147,12 @@ void S_StartEx(boolean reset);
//
lumpnum_t S_GetSfxLumpNum(sfxinfo_t *sfx);
//
// Sound Status
//
boolean S_SoundDisabled(void);
//
// Start sound for thing at <origin> using <sound_id> from sounds.h
//
@ -164,6 +173,7 @@ boolean S_MIDIMusicDisabled(void);
boolean S_MusicDisabled(void);
boolean S_MusicPlaying(void);
boolean S_MusicPaused(void);
boolean S_MusicNotInFocus(void);
musictype_t S_MusicType(void);
const char *S_MusicName(void);
boolean S_MusicInfo(char *mname, UINT16 *mflags, boolean *looping);

View file

@ -595,7 +595,10 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{
// Tell game we lost focus, pause music
window_notinfocus = true;
S_PauseAudio();
if (! cv_playmusicifunfocused.value)
S_PauseAudio();
if (! cv_playsoundsifunfocused.value)
S_StopSounds();
if (!disable_mouse)
{