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Fix volume of looped sounds in OpenAL backend, fixes #111
AL_PlayChannel() is only called by AL_AddLoopSounds() and S_IssuePlaysound() - but only the latter set a volume there. Because of that, loopsounds weren't hearable anymore after the last commit which removed adding s_volume to all volumes in AL_PlayChannel(). This is fixed by setting the volume for looped sounds in AL_AddLoopSounds() as well. Looped sounds don't seem to have a customizable volume and are always played at full volume (the volume is only changed by distance, but OpenAL does that automatically).
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@ -445,6 +445,11 @@ AL_AddLoopSounds(void)
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ch->dist_mult = SOUND_LOOPATTENUATE;
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ch->end = paintedtime + sc->length;
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/* it seems like looped sounds are always played at full volume
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* see SDL_AddLoopSounds() which calls SDL_SpatializeOrigin() with volume 255.0f
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* so set it to full volume (1.0 * s_volume). */
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ch->oal_vol = s_volume->value;
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AL_PlayChannel(ch);
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}
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}
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