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- Changed ambient sound things so that 100 volume is normal.
- The fifth argument for the ambient sound things is now a scalar for the min and max distances. SVN r2229 (trunk)
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226a513e6e
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2 changed files with 11 additions and 3 deletions
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@ -703,9 +703,10 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
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mapthings[count].args[0] = xsprites[i].Data3;
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// I am totally guessing abount the volume level. 50 seems to be a pretty
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// typical value for Blood's standard maps, so I assume it's 100-based.
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mapthings[count].args[1] = xsprites[i].Data4 * 128 / 100;
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mapthings[count].args[1] = xsprites[i].Data4;
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mapthings[count].args[2] = xsprites[i].Data1;
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mapthings[count].args[3] = xsprites[i].Data2;
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mapthings[count].args[4] = 0;
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mapthings[count].type = 14065;
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}
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else
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@ -1975,7 +1975,7 @@ void AAmbientSound::Tick ()
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// The second argument scales the ambient sound's volume.
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// 0 and 128 are normal volume. The maximum volume level
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// possible is always 1.
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float volscale = args[1] == 0 ? 1 : args[1] / 128.f;
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float volscale = args[1] == 0 ? 1 : args[1] / 100.f;
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float usevol = clamp(ambient->volume * volscale, 0.f, 1.f);
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// The third argument is the minimum distance for audible fading, and
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@ -1988,7 +1988,14 @@ void AAmbientSound::Tick ()
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}
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else
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{
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S_SoundMinMaxDist(this, CHAN_BODY | loop, ambient->sound, usevol, float(args[2]), float(args[3]));
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float min = float(args[2]), max = float(args[3]);
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// The fifth argument acts as a scalar for the preceding two, if it's non-zero.
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if (args[4] != 0)
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{
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min *= args[4];
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max *= args[4];
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}
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S_SoundMinMaxDist(this, CHAN_BODY | loop, ambient->sound, usevol, min, max);
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}
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if (!loop)
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{
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