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- fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
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2 changed files with 5 additions and 4 deletions
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@ -149,7 +149,8 @@ FSoundID getSfx(FSoundID soundId, float &attenuation, int &pitch, int &relvol)
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auto udata = soundEngine->GetUserData(soundId);
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if (pitch < 0) pitch = udata ? udata[0] : 0x10000;
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if (relvol < 0) relvol = udata && udata[2] ? udata[2] : 80;
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if (relvol < 0) relvol = 0;
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else if (relvol == 0) relvol = udata && udata[2] ? udata[2] : 80;
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if (relvol > 255) relvol = 255;
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// Limit the attenuation. More than 2.0 is simply too much.
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attenuation = relvol > 0 ? clamp(80.f / relvol, 0.f, 2.f) : 1.f;
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@ -167,7 +168,7 @@ void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector)
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float attenuation;
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int pitch = -1;
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int relvol = -1;
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int relvol = 0;
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sid = getSfx(sid, attenuation, pitch, relvol);
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auto sfx = soundEngine->GetSfx(sid);
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EChanFlags flags = CHANF_OVERLAP;
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@ -225,7 +226,7 @@ void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3, int a4, int pitc
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void sfxPlay3DSound(spritetype* pSprite, int soundId, int a3, int a4)
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{
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sfxPlay3DSoundCP(pSprite, soundId, a3, a4, -1, -1);
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sfxPlay3DSoundCP(pSprite, soundId, a3, a4, -1);
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}
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@ -54,7 +54,7 @@ void sfxInit(void);
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void sfxTerm(void);
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void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector);
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void sfxPlay3DSound(spritetype *pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = -1);
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void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxKill3DSound(spritetype *pSprite, int a2 = -1, int a3 = -1);
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void sfxKillAllSounds(void);
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void sfxSetReverb(bool toggle);
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