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Revert sound and music window focus related toggles
This partially reverts commit 5ac8a26814
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This commit is contained in:
parent
52c5d49215
commit
9162ba87cc
4 changed files with 31 additions and 86 deletions
38
src/m_menu.c
38
src/m_menu.c
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@ -1326,25 +1326,22 @@ static menuitem_t OP_OpenGLColorMenu[] =
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static menuitem_t OP_SoundOptionsMenu[] =
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{
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{IT_HEADER, NULL, "Game Audio", NULL, 0},
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{IT_STRING | IT_CVAR, NULL, "Sound Effects", &cv_gamesounds, 6},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Sound Volume", &cv_soundvolume, 11},
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{IT_HEADER, NULL, "Game Audio", NULL, 0}, // 0 // ScrollMenu offsets
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{IT_STRING | IT_CVAR, NULL, "Sound Effects", &cv_gamesounds, 13}, // 6
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{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Sound Volume", &cv_soundvolume, 23}, // 11
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{IT_STRING | IT_CVAR, NULL, "Digital Music", &cv_gamedigimusic, 21},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Digital Music Volume", &cv_digmusicvolume, 26},
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{IT_STRING | IT_CVAR, NULL, "Digital Music", &cv_gamedigimusic, 43}, // 21
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{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Digital Music Volume", &cv_digmusicvolume, 53}, // 26
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{IT_STRING | IT_CVAR, NULL, "MIDI Music", &cv_gamemidimusic, 36},
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{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "MIDI Music Volume", &cv_midimusicvolume, 41},
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{IT_STRING | IT_CVAR, NULL, "MIDI Music", &cv_gamemidimusic, 73}, // 36
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{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "MIDI Music Volume", &cv_midimusicvolume, 83}, // 41
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{IT_HEADER, NULL, "Accessibility", NULL, 50},
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{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 56},
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{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 61},
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{IT_STRING | IT_CVAR, NULL, "Play Music While Unfocused", &cv_playmusicifunfocused, 71},
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{IT_STRING | IT_CVAR, NULL, "Play SFX While Unfocused", &cv_playsoundifunfocused, 76},
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{IT_HEADER, NULL, "Accessibility", NULL, 103}, // 50
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{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 115}, // 56
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{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 125}, // 62
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#ifdef HAVE_MIXERX
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{IT_STRING | IT_SUBMENU, NULL, "Advanced Settings...", &OP_SoundAdvancedDef, 86},
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{IT_STRING | IT_SUBMENU, NULL, "Advanced Settings...", &OP_SoundAdvancedDef, 143},
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#endif
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};
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@ -1967,9 +1964,18 @@ menu_t OP_ColorOptionsDef =
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0,
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NULL
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};
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menu_t OP_SoundOptionsDef = DEFAULTSCROLLMENUSTYLE(
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menu_t OP_SoundOptionsDef =
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{
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MN_OP_MAIN + (MN_OP_SOUND << 6),
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"M_SOUND", OP_SoundOptionsMenu, &OP_MainDef, 30, 30);
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"M_SOUND",
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sizeof (OP_SoundOptionsMenu)/sizeof (menuitem_t),
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&OP_MainDef,
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OP_SoundOptionsMenu,
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M_DrawGenericMenu,
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30, 30,
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0,
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NULL
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};
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#ifdef HAVE_MIXERX
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menu_t OP_SoundAdvancedDef = DEFAULTMENUSTYLE(MN_OP_MAIN + (MN_OP_SOUND << 6), "M_SOUND", OP_SoundAdvancedMenu, &OP_SoundOptionsDef, 30, 30);
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#endif
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@ -60,9 +60,6 @@ static void GameMIDIMusic_OnChange(void);
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static void GameSounds_OnChange(void);
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static void GameDigiMusic_OnChange(void);
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static void PlayMusicIfUnfocused_OnChange(void);
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static void PlaySoundIfUnfocused_OnChange(void);
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static void ModFilter_OnChange(void);
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static lumpnum_t S_GetMusicLumpNum(const char *mname);
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@ -120,9 +117,6 @@ consvar_t cv_gamedigimusic = {"digimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_O
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consvar_t cv_gamemidimusic = {"midimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameMIDIMusic_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_gamesounds = {"sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_playmusicifunfocused = {"playmusicifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlayMusicIfUnfocused_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_playsoundifunfocused = {"playsoundsifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlaySoundIfUnfocused_OnChange, 0, NULL, NULL, 0, 0, NULL};
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#ifdef HAVE_OPENMPT
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static CV_PossibleValue_t interpolationfilter_cons_t[] = {{0, "Default"}, {1, "None"}, {2, "Linear"}, {4, "Cubic"}, {8, "Windowed sinc"}, {0, NULL}};
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consvar_t cv_modfilter = {"modfilter", "0", CV_SAVE|CV_CALL, interpolationfilter_cons_t, ModFilter_OnChange, 0, NULL, NULL, 0, 0, NULL};
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@ -296,9 +290,6 @@ void S_RegisterSoundStuff(void)
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CV_RegisterVar(&cv_miditimiditypath);
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#endif
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CV_RegisterVar(&cv_playmusicifunfocused);
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CV_RegisterVar(&cv_playsoundifunfocused);
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COM_AddCommand("tunes", Command_Tunes_f);
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COM_AddCommand("restartaudio", Command_RestartAudio_f);
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@ -2027,24 +2018,6 @@ void S_ResumeAudio(void)
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S_AdjustMusicStackTics();
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}
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void S_DisableSound(void)
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{
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if (sound_started && !sound_disabled)
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{
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sound_disabled = true;
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S_StopSounds();
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}
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}
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void S_EnableSound(void)
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{
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if (sound_started && sound_disabled)
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{
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sound_disabled = false;
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S_InitSfxChannels(cv_soundvolume.value);
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}
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}
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void S_SetMusicVolume(INT32 digvolume, INT32 seqvolume)
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{
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if (digvolume < 0)
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@ -2234,11 +2207,15 @@ void GameSounds_OnChange(void)
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if (sound_disabled)
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{
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if (!( cv_playsoundifunfocused.value && window_notinfocus ))
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S_EnableSound();
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sound_disabled = false;
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S_InitSfxChannels(cv_soundvolume.value);
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S_StartSound(NULL, sfx_strpst);
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}
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else
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S_DisableSound();
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{
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sound_disabled = true;
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S_StopSounds();
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}
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}
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void GameDigiMusic_OnChange(void)
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@ -2331,28 +2308,3 @@ void ModFilter_OnChange(void)
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openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value);
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}
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#endif
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static void PlayMusicIfUnfocused_OnChange(void)
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{
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if (window_notinfocus)
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{
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if (cv_playmusicifunfocused.value)
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S_PauseAudio();
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else
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S_ResumeAudio();
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}
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}
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static void PlaySoundIfUnfocused_OnChange(void)
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{
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if (!cv_gamesounds.value)
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return;
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if (window_notinfocus)
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{
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if (cv_playsoundifunfocused.value)
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S_DisableSound();
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else
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S_EnableSound();
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}
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}
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@ -44,8 +44,6 @@ extern consvar_t cv_resetmusicbyheader;
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extern consvar_t cv_gamedigimusic;
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extern consvar_t cv_gamemidimusic;
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extern consvar_t cv_gamesounds;
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extern consvar_t cv_playmusicifunfocused;
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extern consvar_t cv_playsoundifunfocused;
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#ifdef HAVE_OPENMPT
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extern consvar_t cv_modfilter;
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@ -246,10 +244,6 @@ void S_StopMusic(void);
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void S_PauseAudio(void);
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void S_ResumeAudio(void);
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// Enable and disable sound effects
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void S_EnableSound(void);
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void S_DisableSound(void);
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//
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// Music Fading
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//
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@ -580,11 +580,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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// Tell game we got focus back, resume music if necessary
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window_notinfocus = false;
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if (!paused)
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{
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S_ResumeAudio(); //resume it
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if (cv_gamesounds.value)
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S_EnableSound();
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}
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if (!firsttimeonmouse)
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{
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@ -599,10 +595,7 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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{
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// Tell game we lost focus, pause music
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window_notinfocus = true;
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if (!cv_playmusicifunfocused.value)
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S_PauseAudio();
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if (!cv_playsoundifunfocused.value)
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S_DisableSound();
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if (!disable_mouse)
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{
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