Raise the volume of a positioned sample by 384 instead of 255 when using

OpenAL. This makes them much more distinguishable from the background
music.
This commit is contained in:
Yamagi Burmeister 2012-04-23 13:23:47 +00:00
parent 3bce2a212a
commit 678e50bf8d
1 changed files with 6 additions and 5 deletions

View File

@ -773,7 +773,6 @@ void
S_StartSound ( vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs )
{
sfxcache_t *sc;
int vol;
playsound_t *ps, *sort;
if ( !sound_started )
@ -802,8 +801,6 @@ S_StartSound ( vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol
return; /* couldn't load the sound's data */
}
vol = fvol * 255;
/* make the playsound_t */
ps = S_AllocPlaysound();
@ -825,15 +822,19 @@ S_StartSound ( vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol
ps->entnum = entnum;
ps->entchannel = entchannel;
ps->attenuation = attenuation;
ps->volume = vol;
ps->sfx = sfx;
#if USE_OPENAL
if( sound_started == SS_OAL ) {
ps->begin = paintedtime + timeofs * 1000;
} else
ps->volume = fvol * 384;
}
else
#endif
{
ps->begin = DMA_DriftBeginofs(timeofs);
ps->volume = fvol * 255;
}
/* sort into the pending sound list */
for ( sort = s_pendingplays.next;