Add GUI & Game sound volume sliders

As requested by Pipou
This commit is contained in:
def 2020-10-09 23:14:20 +02:00
parent 284c287c99
commit 4327194d27
4 changed files with 46 additions and 3 deletions

View file

@ -81,6 +81,8 @@ MACRO_CONFIG_INT(SndEnable, snd_enable, 1, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT,
MACRO_CONFIG_INT(SndMusic, snd_enable_music, 0, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Play background music") MACRO_CONFIG_INT(SndMusic, snd_enable_music, 0, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Play background music")
MACRO_CONFIG_INT(SndVolume, snd_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Sound volume") MACRO_CONFIG_INT(SndVolume, snd_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Sound volume")
MACRO_CONFIG_INT(SndDevice, snd_device, -1, 0, 0, CFGFLAG_SAVE | CFGFLAG_CLIENT, "(deprecated) Sound device to use") MACRO_CONFIG_INT(SndDevice, snd_device, -1, 0, 0, CFGFLAG_SAVE | CFGFLAG_CLIENT, "(deprecated) Sound device to use")
MACRO_CONFIG_INT(SndChatSoundVolume, snd_chat_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Chat sound volume")
MACRO_CONFIG_INT(SndGameSoundVolume, snd_game_volume, 100, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Game sound volume")
MACRO_CONFIG_INT(SndMapSoundVolume, snd_ambient_volume, 70, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Map Sound sound volume") MACRO_CONFIG_INT(SndMapSoundVolume, snd_ambient_volume, 70, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Map Sound sound volume")
MACRO_CONFIG_INT(SndBackgroundMusicVolume, snd_background_music_volume, 50, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Background music sound volume") MACRO_CONFIG_INT(SndBackgroundMusicVolume, snd_background_music_volume, 50, 0, 100, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Background music sound volume")

View file

@ -1278,6 +1278,28 @@ void CMenus::RenderSettingsSound(CUIRect MainView)
g_Config.m_SndVolume = (int)(DoScrollbarH(&g_Config.m_SndVolume, &Button, g_Config.m_SndVolume / 100.0f) * 100.0f); g_Config.m_SndVolume = (int)(DoScrollbarH(&g_Config.m_SndVolume, &Button, g_Config.m_SndVolume / 100.0f) * 100.0f);
} }
// volume slider game sounds
{
CUIRect Button, Label;
MainView.HSplitTop(5.0f, &Button, &MainView);
MainView.HSplitTop(20.0f, &Button, &MainView);
Button.VSplitLeft(190.0f, &Label, &Button);
Button.HMargin(2.0f, &Button);
UI()->DoLabelScaled(&Label, Localize("Game sound volume"), 14.0f, -1);
g_Config.m_SndGameSoundVolume = (int)(DoScrollbarH(&g_Config.m_SndGameSoundVolume, &Button, g_Config.m_SndGameSoundVolume / 100.0f) * 100.0f);
}
// volume slider gui sounds
{
CUIRect Button, Label;
MainView.HSplitTop(5.0f, &Button, &MainView);
MainView.HSplitTop(20.0f, &Button, &MainView);
Button.VSplitLeft(190.0f, &Label, &Button);
Button.HMargin(2.0f, &Button);
UI()->DoLabelScaled(&Label, Localize("Chat sound volume"), 14.0f, -1);
g_Config.m_SndChatSoundVolume = (int)(DoScrollbarH(&g_Config.m_SndChatSoundVolume, &Button, g_Config.m_SndChatSoundVolume / 100.0f) * 100.0f);
}
// volume slider map sounds // volume slider map sounds
{ {
CUIRect Button, Label; CUIRect Button, Label;

View file

@ -58,13 +58,15 @@ int CSounds::GetSampleId(int SetId)
void CSounds::OnInit() void CSounds::OnInit()
{ {
// setup sound channels // setup sound channels
m_GuiSoundVolume = g_Config.m_SndChatSoundVolume / 100.0f;
m_GameSoundVolume = g_Config.m_SndGameSoundVolume / 100.0f;
m_MapSoundVolume = g_Config.m_SndMapSoundVolume / 100.0f; m_MapSoundVolume = g_Config.m_SndMapSoundVolume / 100.0f;
m_BackgroundMusicVolume = g_Config.m_SndBackgroundMusicVolume / 100.0f; m_BackgroundMusicVolume = g_Config.m_SndBackgroundMusicVolume / 100.0f;
Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f); Sound()->SetChannel(CSounds::CHN_GUI, m_GuiSoundVolume, 0.0f);
Sound()->SetChannel(CSounds::CHN_MUSIC, m_BackgroundMusicVolume, 1.0f); Sound()->SetChannel(CSounds::CHN_MUSIC, m_BackgroundMusicVolume, 1.0f);
Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f, 1.0f); Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f * m_GameSoundVolume, 1.0f);
Sound()->SetChannel(CSounds::CHN_GLOBAL, 1.0f, 0.0f); Sound()->SetChannel(CSounds::CHN_GLOBAL, m_GameSoundVolume, 0.0f);
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f); Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
Sound()->SetListenerPos(0.0f, 0.0f); Sound()->SetListenerPos(0.0f, 0.0f);
@ -115,6 +117,21 @@ void CSounds::OnRender()
Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y); Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y);
// update volume // update volume
float NewGuiSoundVol = g_Config.m_SndChatSoundVolume / 100.0f;
if(NewGuiSoundVol != m_GuiSoundVolume)
{
m_GuiSoundVolume = NewGuiSoundVol;
Sound()->SetChannel(CSounds::CHN_GUI, m_GuiSoundVolume, 1.0f);
}
float NewGameSoundVol = g_Config.m_SndGameSoundVolume / 100.0f;
if(NewGameSoundVol != m_GameSoundVolume)
{
m_GameSoundVolume = NewGameSoundVol;
Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f * m_GameSoundVolume, 1.0f);
Sound()->SetChannel(CSounds::CHN_GLOBAL, m_GameSoundVolume, 1.0f);
}
float NewMapSoundVol = g_Config.m_SndMapSoundVolume / 100.0f; float NewMapSoundVol = g_Config.m_SndMapSoundVolume / 100.0f;
if(NewMapSoundVol != m_MapSoundVolume) if(NewMapSoundVol != m_MapSoundVolume)
{ {

View file

@ -34,6 +34,8 @@ class CSounds : public CComponent
int GetSampleId(int SetId); int GetSampleId(int SetId);
float m_GuiSoundVolume;
float m_GameSoundVolume;
float m_MapSoundVolume; float m_MapSoundVolume;
float m_BackgroundMusicVolume; float m_BackgroundMusicVolume;