- a few more tweaks of the sound system.

* removed the distance hack for explosions and replaced it with a lowered attenuation. The distance hack combined with the rolloff hack forced these sounds to always be unattenuated, even when at the far end of a level. Now they fade, but much less than other sounds.
* increased the default NearLimit to 6. For some sounds 4 is not enough and this needs a global limit that works for everything.
This commit is contained in:
Christoph Oelckers 2019-12-16 13:41:57 +01:00
parent b38d8a6dc2
commit a66fc98d24

View file

@ -156,7 +156,7 @@ int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpit
sndinf->priority = priority & 255;
sndinf->volAdjust = clamp(distance, INT16_MIN, INT16_MAX);
sfx->Volume = volume;
sfx->NearLimit = 4;
sfx->NearLimit = 6;
sfx->bTentative = false;
sfx->name = filename;
return 0;
@ -196,27 +196,6 @@ static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum,
&& !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum)))
sndist += sndist>>5;
if ((userflags & (SF_GLOBAL|SF_DTAG)) == (SF_GLOBAL|SF_DTAG))
{
boost:
int const sdist = dist_adjust ? dist_adjust : 6144;
explosion = true;
if (sndist > sdist)
sndist = sdist;
}
else if (!FURY)
{
switch (DYNAMICSOUNDMAP(soundNum))
{
case PIPEBOMB_EXPLODE__STATIC:
case LASERTRIP_EXPLODE__STATIC:
case RPG_EXPLODE__STATIC:
goto boost;
}
}
// Here the sound distance was clamped to a minimum of 144*4.
// It's better to handle rolloff in the backend instead of whacking the sound origin here.
// That way the lower end can be made customizable instead of losing all precision right here at the source.
@ -227,7 +206,6 @@ boost:
*distPtr = sndist;
}
if (sndPos)
{
FVector3 sndorg = { pos->x * xmul, pos->z * zmul, pos->y * ymul };
@ -242,7 +220,7 @@ boost:
else *sndPos = campos;
}
return explosion;
return false;
}
//==========================================================================
@ -421,7 +399,7 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int flags)
int32_t camsect;
S_GetCamera(&campos, nullptr, &camsect);
int const explosionp = S_CalcDistAndAng(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
S_CalcDistAndAng(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
int pitch = S_GetPitch(sndnum);
auto const pOther = g_player[screenpeek].ps;
@ -429,6 +407,8 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int flags)
if (pOther->sound_pitch)
pitch += pOther->sound_pitch;
bool explosionp = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((!FURY) && (sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
if (explosionp)
{
if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER)
@ -455,8 +435,13 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int flags)
return -1;
}
// Now
float attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
// For the original effect, attenuation needs to be set to ATTN_NONE here.
float attenuation;
if (explosionp) attenuation = 0.5f;
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
if (userflags & SF_LOOP) flags |= CHAN_LOOP;
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
return chan ? 0 : -1;