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Make limiting power screen sounds to 16 optional.
This was added in e3e5bd1
as a work around for some openal-soft bug.
When too many audio samples got played at the same time, the global
volume dropped. This was fixed in openal-soft 0.19.0, released more
than two years ago. We're keeping the work around, because some
distros may still ship with buggy openal-soft versions and some
players may like the changed behavior. It's disabled by default.
This commit is contained in:
parent
957c11513c
commit
9a17eb9ac3
4 changed files with 34 additions and 14 deletions
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@ -75,6 +75,12 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*,
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use *cl_maxfps* to set the framerate.
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* **cl_limitsparksounds**: If set to `1` the number of sound generated
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when shooting into power screen and power shields is limited to 16.
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This works around global volume drops in some OpenAL implementations
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if too many sounds are played at the same time. This was the default
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behavior between Yamagi Quake II 7.10 and 7.45. Defaults to `0`.
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* **cl_loadpaused**: If set to `1` (the default) the client is put into
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pause mode during single player savegame load. This prevents monsters
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and the environment from hurting the player while the client is still
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@ -59,6 +59,7 @@ cvar_t *cl_loadpaused;
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cvar_t *cl_lightlevel;
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cvar_t *cl_r1q2_lightstyle;
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cvar_t *cl_limitsparksounds;
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/* userinfo */
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cvar_t *name;
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@ -526,6 +527,7 @@ CL_InitLocal(void)
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cl_lightlevel = Cvar_Get("r_lightlevel", "0", 0);
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cl_r1q2_lightstyle = Cvar_Get("cl_r1q2_lightstyle", "1", CVAR_ARCHIVE);
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cl_limitsparksounds = Cvar_Get("cl_limitsparksounds", "0", CVAR_ARCHIVE);
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/* userinfo */
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name = Cvar_Get("name", "unnamed", CVAR_USERINFO | CVAR_ARCHIVE);
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@ -714,21 +714,32 @@ CL_ParseTEnt(void)
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CL_ParticleEffect(pos, dir, 0xb0, 40);
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}
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num_power_sounds++;
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/* If too many of these sounds are started in one frame (for
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* example if the player shoots with the super shotgun into
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* the power screen of a Brain) things get too loud and OpenAL
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* is forced to scale the volume of several other sounds and
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* the background music down. That leads to a noticable and
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* annoying drop in the overall volume.
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*
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* Work around that by limiting the number of sounds started.
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* 16 was choosen by empirical testing.
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*/
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if (sound_started == SS_OAL && num_power_sounds < 16)
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if (cl_limitsparksounds->value)
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{
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S_StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
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num_power_sounds++;
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/* If too many of these sounds are started in one frame
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* (for example if the player shoots with the super
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* shotgun into the power screen of a Brain) things get
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* too loud and OpenAL is forced to scale the volume of
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* several other sounds and the background music down.
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* That leads to a noticable and annoying drop in the
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* overall volume.
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*
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* Work around that by limiting the number of sounds
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* started.
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* 16 was choosen by empirical testing.
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*
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* This was fixed in openal-soft 0.19.0. We're keeping
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* the work around hidden behind a cvar and no longer
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* limited to OpenAL because a) some Linux distros may
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* still ship older openal-soft versions and b) some
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* player may like the changed behavior.
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*/
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if (num_power_sounds < 16)
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{
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S_StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
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}
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}
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break;
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@ -316,6 +316,7 @@ extern cvar_t *cin_force43;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *cl_kickangles;
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extern cvar_t *cl_r1q2_lightstyle;
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extern cvar_t *cl_limitsparksounds;
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typedef struct
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{
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