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Add GUI & Game sound volume sliders
As requested by Pipou
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284c287c99
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@ -81,6 +81,8 @@ MACRO_CONFIG_INT(SndEnable, snd_enable, 1, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT,
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MACRO_CONFIG_INT(SndMusic, snd_enable_music, 0, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Play background music")
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MACRO_CONFIG_INT(SndVolume, snd_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Sound volume")
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MACRO_CONFIG_INT(SndDevice, snd_device, -1, 0, 0, CFGFLAG_SAVE | CFGFLAG_CLIENT, "(deprecated) Sound device to use")
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MACRO_CONFIG_INT(SndChatSoundVolume, snd_chat_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Chat sound volume")
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MACRO_CONFIG_INT(SndGameSoundVolume, snd_game_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Game sound volume")
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MACRO_CONFIG_INT(SndMapSoundVolume, snd_ambient_volume, 70, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Map Sound sound volume")
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MACRO_CONFIG_INT(SndBackgroundMusicVolume, snd_background_music_volume, 50, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Background music sound volume")
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@ -1278,6 +1278,28 @@ void CMenus::RenderSettingsSound(CUIRect MainView)
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g_Config.m_SndVolume = (int)(DoScrollbarH(&g_Config.m_SndVolume, &Button, g_Config.m_SndVolume / 100.0f) * 100.0f);
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}
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// volume slider game sounds
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{
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CUIRect Button, Label;
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MainView.HSplitTop(5.0f, &Button, &MainView);
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MainView.HSplitTop(20.0f, &Button, &MainView);
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Button.VSplitLeft(190.0f, &Label, &Button);
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Button.HMargin(2.0f, &Button);
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UI()->DoLabelScaled(&Label, Localize("Game sound volume"), 14.0f, -1);
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g_Config.m_SndGameSoundVolume = (int)(DoScrollbarH(&g_Config.m_SndGameSoundVolume, &Button, g_Config.m_SndGameSoundVolume / 100.0f) * 100.0f);
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}
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// volume slider gui sounds
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{
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CUIRect Button, Label;
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MainView.HSplitTop(5.0f, &Button, &MainView);
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MainView.HSplitTop(20.0f, &Button, &MainView);
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Button.VSplitLeft(190.0f, &Label, &Button);
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Button.HMargin(2.0f, &Button);
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UI()->DoLabelScaled(&Label, Localize("Chat sound volume"), 14.0f, -1);
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g_Config.m_SndChatSoundVolume = (int)(DoScrollbarH(&g_Config.m_SndChatSoundVolume, &Button, g_Config.m_SndChatSoundVolume / 100.0f) * 100.0f);
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}
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// volume slider map sounds
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{
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CUIRect Button, Label;
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@ -58,13 +58,15 @@ int CSounds::GetSampleId(int SetId)
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void CSounds::OnInit()
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{
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// setup sound channels
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m_GuiSoundVolume = g_Config.m_SndChatSoundVolume / 100.0f;
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m_GameSoundVolume = g_Config.m_SndGameSoundVolume / 100.0f;
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m_MapSoundVolume = g_Config.m_SndMapSoundVolume / 100.0f;
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m_BackgroundMusicVolume = g_Config.m_SndBackgroundMusicVolume / 100.0f;
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Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_GUI, m_GuiSoundVolume, 0.0f);
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Sound()->SetChannel(CSounds::CHN_MUSIC, m_BackgroundMusicVolume, 1.0f);
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Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f, 1.0f);
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Sound()->SetChannel(CSounds::CHN_GLOBAL, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f * m_GameSoundVolume, 1.0f);
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Sound()->SetChannel(CSounds::CHN_GLOBAL, m_GameSoundVolume, 0.0f);
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Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
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Sound()->SetListenerPos(0.0f, 0.0f);
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@ -115,6 +117,21 @@ void CSounds::OnRender()
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Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y);
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// update volume
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float NewGuiSoundVol = g_Config.m_SndChatSoundVolume / 100.0f;
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if(NewGuiSoundVol != m_GuiSoundVolume)
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{
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m_GuiSoundVolume = NewGuiSoundVol;
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Sound()->SetChannel(CSounds::CHN_GUI, m_GuiSoundVolume, 1.0f);
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}
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float NewGameSoundVol = g_Config.m_SndGameSoundVolume / 100.0f;
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if(NewGameSoundVol != m_GameSoundVolume)
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{
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m_GameSoundVolume = NewGameSoundVol;
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Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f * m_GameSoundVolume, 1.0f);
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Sound()->SetChannel(CSounds::CHN_GLOBAL, m_GameSoundVolume, 1.0f);
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}
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float NewMapSoundVol = g_Config.m_SndMapSoundVolume / 100.0f;
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if(NewMapSoundVol != m_MapSoundVolume)
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{
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@ -34,6 +34,8 @@ class CSounds : public CComponent
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int GetSampleId(int SetId);
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float m_GuiSoundVolume;
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float m_GameSoundVolume;
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float m_MapSoundVolume;
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float m_BackgroundMusicVolume;
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