Merge pull request #9023 from Robyt3/Sound-Volume-Position-Refactoring

Add volume parameter to sound play functions, fix unused volume, refactoring
This commit is contained in:
Dennis Felsing 2024-09-24 02:05:31 +00:00 committed by GitHub
commit 8715a64b82
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GPG key ID: B5690EEEBB952194
11 changed files with 119 additions and 168 deletions

View file

@ -63,12 +63,10 @@ void CSound::Mix(short *pFinalOut, unsigned Frames)
if(Voice.m_Flags & ISound::FLAG_POS && Voice.m_pChannel->m_Pan)
{
// TODO: we should respect the channel panning value
const int dx = Voice.m_X - m_CenterX.load(std::memory_order_relaxed);
const int dy = Voice.m_Y - m_CenterY.load(std::memory_order_relaxed);
float FalloffX = 0.0f;
float FalloffY = 0.0f;
const vec2 Delta = Voice.m_Position - vec2(m_ListenerPositionX.load(std::memory_order_relaxed), m_ListenerPositionY.load(std::memory_order_relaxed));
vec2 Falloff = vec2(0.0f, 0.0f);
int RangeX = 0; // for panning
float RangeX = 0.0f; // for panning
bool InVoiceField = false;
switch(Voice.m_Shape)
@ -78,50 +76,34 @@ void CSound::Mix(short *pFinalOut, unsigned Frames)
const float Radius = Voice.m_Circle.m_Radius;
RangeX = Radius;
// dx and dy can be larger than 46341 and thus the calculation would go beyond the limits of a integer,
// therefore we cast them into float
const int Dist = (int)length(vec2(dx, dy));
const float Dist = length(Delta);
if(Dist < Radius)
{
InVoiceField = true;
// falloff
int FalloffDistance = Radius * Voice.m_Falloff;
if(Dist > FalloffDistance)
FalloffX = FalloffY = (Radius - Dist) / (Radius - FalloffDistance);
else
FalloffX = FalloffY = 1.0f;
const float FalloffDistance = Radius * Voice.m_Falloff;
Falloff.x = Falloff.y = Dist > FalloffDistance ? (Radius - Dist) / (Radius - FalloffDistance) : 1.0f;
}
else
InVoiceField = false;
break;
}
case ISound::SHAPE_RECTANGLE:
{
RangeX = Voice.m_Rectangle.m_Width / 2.0f;
const vec2 AbsoluteDelta = vec2(absolute(Delta.x), absolute(Delta.y));
const float w = Voice.m_Rectangle.m_Width / 2.0f;
const float h = Voice.m_Rectangle.m_Height / 2.0f;
RangeX = w;
const int abs_dx = absolute(dx);
const int abs_dy = absolute(dy);
const int w = Voice.m_Rectangle.m_Width / 2.0f;
const int h = Voice.m_Rectangle.m_Height / 2.0f;
if(abs_dx < w && abs_dy < h)
if(AbsoluteDelta.x < w && AbsoluteDelta.y < h)
{
InVoiceField = true;
// falloff
int fx = Voice.m_Falloff * w;
int fy = Voice.m_Falloff * h;
FalloffX = abs_dx > fx ? (float)(w - abs_dx) / (w - fx) : 1.0f;
FalloffY = abs_dy > fy ? (float)(h - abs_dy) / (h - fy) : 1.0f;
const vec2 FalloffDistance = vec2(w, h) * Voice.m_Falloff;
Falloff.x = AbsoluteDelta.x > FalloffDistance.x ? (w - AbsoluteDelta.x) / (w - FalloffDistance.x) : 1.0f;
Falloff.y = AbsoluteDelta.y > FalloffDistance.y ? (h - AbsoluteDelta.y) / (h - FalloffDistance.y) : 1.0f;
}
else
InVoiceField = false;
break;
}
};
@ -131,15 +113,15 @@ void CSound::Mix(short *pFinalOut, unsigned Frames)
// panning
if(!(Voice.m_Flags & ISound::FLAG_NO_PANNING))
{
if(dx > 0)
VolumeL = ((RangeX - absolute(dx)) * VolumeL) / RangeX;
if(Delta.x > 0)
VolumeL = ((RangeX - absolute(Delta.x)) * VolumeL) / RangeX;
else
VolumeR = ((RangeX - absolute(dx)) * VolumeR) / RangeX;
VolumeR = ((RangeX - absolute(Delta.x)) * VolumeR) / RangeX;
}
{
VolumeL *= FalloffX * FalloffY;
VolumeR *= FalloffX * FalloffY;
VolumeL *= Falloff.x * Falloff.y;
VolumeR *= Falloff.x * Falloff.y;
}
}
else
@ -723,10 +705,10 @@ void CSound::SetChannel(int ChannelId, float Vol, float Pan)
m_aChannels[ChannelId].m_Pan = (int)(Pan * 255.0f); // TODO: this is only on and off right now
}
void CSound::SetListenerPos(float x, float y)
void CSound::SetListenerPosition(vec2 Position)
{
m_CenterX.store((int)x, std::memory_order_relaxed);
m_CenterY.store((int)y, std::memory_order_relaxed);
m_ListenerPositionX.store(Position.x, std::memory_order_relaxed);
m_ListenerPositionY.store(Position.y, std::memory_order_relaxed);
}
void CSound::SetVoiceVolume(CVoiceHandle Voice, float Volume)
@ -759,7 +741,7 @@ void CSound::SetVoiceFalloff(CVoiceHandle Voice, float Falloff)
m_aVoices[VoiceId].m_Falloff = Falloff;
}
void CSound::SetVoiceLocation(CVoiceHandle Voice, float x, float y)
void CSound::SetVoicePosition(CVoiceHandle Voice, vec2 Position)
{
if(!Voice.IsValid())
return;
@ -770,8 +752,7 @@ void CSound::SetVoiceLocation(CVoiceHandle Voice, float x, float y)
if(m_aVoices[VoiceId].m_Age != Voice.Age())
return;
m_aVoices[VoiceId].m_X = x;
m_aVoices[VoiceId].m_Y = y;
m_aVoices[VoiceId].m_Position = Position;
}
void CSound::SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset)
@ -839,7 +820,7 @@ void CSound::SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height)
m_aVoices[VoiceId].m_Rectangle.m_Height = maximum(0.0f, Height);
}
ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float x, float y)
ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float Volume, vec2 Position)
{
const CLockScope LockScope(m_SoundLock);
@ -875,10 +856,9 @@ ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float
{
m_aVoices[VoiceId].m_Tick = 0;
}
m_aVoices[VoiceId].m_Vol = 255;
m_aVoices[VoiceId].m_Vol = (int)(clamp(Volume, 0.0f, 1.0f) * 255.0f);
m_aVoices[VoiceId].m_Flags = Flags;
m_aVoices[VoiceId].m_X = (int)x;
m_aVoices[VoiceId].m_Y = (int)y;
m_aVoices[VoiceId].m_Position = Position;
m_aVoices[VoiceId].m_Falloff = 0.0f;
m_aVoices[VoiceId].m_Shape = ISound::SHAPE_CIRCLE;
m_aVoices[VoiceId].m_Circle.m_Radius = 1500;
@ -888,14 +868,14 @@ ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float
return CreateVoiceHandle(VoiceId, Age);
}
ISound::CVoiceHandle CSound::PlayAt(int ChannelId, int SampleId, int Flags, float x, float y)
ISound::CVoiceHandle CSound::PlayAt(int ChannelId, int SampleId, int Flags, float Volume, vec2 Position)
{
return Play(ChannelId, SampleId, Flags | ISound::FLAG_POS, x, y);
return Play(ChannelId, SampleId, Flags | ISound::FLAG_POS, Volume, Position);
}
ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags)
ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float Volume)
{
return Play(ChannelId, SampleId, Flags, 0, 0);
return Play(ChannelId, SampleId, Flags, Volume, vec2(0.0f, 0.0f));
}
void CSound::Pause(int SampleId)

View file

@ -44,7 +44,7 @@ struct CVoice
int m_Tick;
int m_Vol; // 0 - 255
int m_Flags;
int m_X, m_Y;
vec2 m_Position;
float m_Falloff; // [0.0, 1.0]
int m_Shape;
@ -76,8 +76,10 @@ class CSound : public IEngineSound
int m_NextVoice = 0;
uint32_t m_MaxFrames = 0;
std::atomic<int> m_CenterX = 0;
std::atomic<int> m_CenterY = 0;
// This is not an std::atomic<vec2> as this would require linking with
// libatomic with clang x86 as there is no native support for this.
std::atomic<float> m_ListenerPositionX = 0.0f;
std::atomic<float> m_ListenerPositionY = 0.0f;
std::atomic<int> m_SoundVolume = 100;
int m_MixingRate = 48000;
@ -112,19 +114,19 @@ public:
void SetSampleCurrentTime(int SampleId, float Time) override REQUIRES(!m_SoundLock);
void SetChannel(int ChannelId, float Vol, float Pan) override;
void SetListenerPos(float x, float y) override;
void SetListenerPosition(vec2 Position) override;
void SetVoiceVolume(CVoiceHandle Voice, float Volume) override REQUIRES(!m_SoundLock);
void SetVoiceFalloff(CVoiceHandle Voice, float Falloff) override REQUIRES(!m_SoundLock);
void SetVoiceLocation(CVoiceHandle Voice, float x, float y) override REQUIRES(!m_SoundLock);
void SetVoicePosition(CVoiceHandle Voice, vec2 Position) override REQUIRES(!m_SoundLock);
void SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset) override REQUIRES(!m_SoundLock); // in s
void SetVoiceCircle(CVoiceHandle Voice, float Radius) override REQUIRES(!m_SoundLock);
void SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) override REQUIRES(!m_SoundLock);
CVoiceHandle Play(int ChannelId, int SampleId, int Flags, float x, float y) REQUIRES(!m_SoundLock);
CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, float x, float y) override REQUIRES(!m_SoundLock);
CVoiceHandle Play(int ChannelId, int SampleId, int Flags) override REQUIRES(!m_SoundLock);
CVoiceHandle Play(int ChannelId, int SampleId, int Flags, float Volume, vec2 Position) REQUIRES(!m_SoundLock);
CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, float Volume, vec2 Position) override REQUIRES(!m_SoundLock);
CVoiceHandle Play(int ChannelId, int SampleId, int Flags, float Volume) override REQUIRES(!m_SoundLock);
void Pause(int SampleId) override REQUIRES(!m_SoundLock);
void Stop(int SampleId) override REQUIRES(!m_SoundLock);
void StopAll() override REQUIRES(!m_SoundLock);

View file

@ -6,6 +6,8 @@
#include <engine/kernel.h>
#include <engine/storage.h>
#include <base/vmath.h>
class ISound : public IInterface
{
MACRO_INTERFACE("sound")
@ -74,18 +76,18 @@ public:
virtual void SetSampleCurrentTime(int SampleId, float Time) = 0;
virtual void SetChannel(int ChannelId, float Volume, float Panning) = 0;
virtual void SetListenerPos(float x, float y) = 0;
virtual void SetListenerPosition(vec2 Position) = 0;
virtual void SetVoiceVolume(CVoiceHandle Voice, float Volume) = 0;
virtual void SetVoiceFalloff(CVoiceHandle Voice, float Falloff) = 0;
virtual void SetVoiceLocation(CVoiceHandle Voice, float x, float y) = 0;
virtual void SetVoicePosition(CVoiceHandle Voice, vec2 Position) = 0;
virtual void SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset) = 0; // in s
virtual void SetVoiceCircle(CVoiceHandle Voice, float Radius) = 0;
virtual void SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) = 0;
virtual CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, float x, float y) = 0;
virtual CVoiceHandle Play(int ChannelId, int SampleId, int Flags) = 0;
virtual CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, float Volume, vec2 Position) = 0;
virtual CVoiceHandle Play(int ChannelId, int SampleId, int Flags, float Volume) = 0;
virtual void Pause(int SampleId) = 0;
virtual void Stop(int SampleId) = 0;
virtual void StopAll() = 0;

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@ -822,7 +822,7 @@ void CChat::AddLine(int ClientId, int Team, const char *pLine)
{
if(g_Config.m_SndServerMessage)
{
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_SERVER, 0);
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_SERVER, 1.0f);
m_aLastSoundPlayed[CHAT_SERVER] = Now;
}
}
@ -840,7 +840,7 @@ void CChat::AddLine(int ClientId, int Team, const char *pLine)
Client()->Notify("DDNet Chat", aBuf);
if(g_Config.m_SndHighlight)
{
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_HIGHLIGHT, 0);
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_HIGHLIGHT, 1.0f);
m_aLastSoundPlayed[CHAT_HIGHLIGHT] = Now;
}
@ -863,7 +863,7 @@ void CChat::AddLine(int ClientId, int Team, const char *pLine)
#endif
if(PlaySound)
{
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_CLIENT, 0);
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_CLIENT, 1.0f);
m_aLastSoundPlayed[CHAT_CLIENT] = Now;
}
}

View file

@ -22,15 +22,15 @@ void CMapSounds::Play(int SoundId)
if(SoundId < 0 || SoundId >= m_Count)
return;
m_pClient->m_Sounds.PlaySample(CSounds::CHN_MAPSOUND, m_aSounds[SoundId], 1.0f, 0);
m_pClient->m_Sounds.PlaySample(CSounds::CHN_MAPSOUND, m_aSounds[SoundId], 0, 1.0f);
}
void CMapSounds::PlayAt(int SoundId, vec2 Pos)
void CMapSounds::PlayAt(int SoundId, vec2 Position)
{
if(SoundId < 0 || SoundId >= m_Count)
return;
m_pClient->m_Sounds.PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[SoundId], 1.0f, Pos, 0);
m_pClient->m_Sounds.PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[SoundId], 0, 1.0f, Position);
}
void CMapSounds::OnMapLoad()
@ -163,7 +163,7 @@ void CMapSounds::OnRender()
if(!Source.m_pSource->m_Pan)
Flags |= ISound::FLAG_NO_PANNING;
Source.m_Voice = m_pClient->m_Sounds.PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[Source.m_Sound], 1.0f, vec2(fx2f(Source.m_pSource->m_Position.x), fx2f(Source.m_pSource->m_Position.y)), Flags);
Source.m_Voice = m_pClient->m_Sounds.PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[Source.m_Sound], Flags, 1.0f, vec2(fx2f(Source.m_pSource->m_Position.x), fx2f(Source.m_pSource->m_Position.y)));
Sound()->SetVoiceTimeOffset(Source.m_Voice, Offset);
Sound()->SetVoiceFalloff(Source.m_Voice, Source.m_pSource->m_Falloff / 255.0f);
switch(Source.m_pSource->m_Shape.m_Type)
@ -239,7 +239,7 @@ void CMapSounds::OnRender()
x -= pGroup->m_OffsetX;
y -= pGroup->m_OffsetY;
Sound()->SetVoiceLocation(Voice.m_Voice, x, y);
Sound()->SetVoicePosition(Voice.m_Voice, vec2(x, y));
ColorRGBA Volume = ColorRGBA(1.0f, 0.0f, 0.0f, 0.0f);
CMapLayers::EnvelopeEval(Voice.m_pSource->m_SoundEnvOffset, Voice.m_pSource->m_SoundEnv, Volume, 1, &m_pClient->m_MapLayersBackground);

View file

@ -34,7 +34,7 @@ public:
virtual int Sizeof() const override { return sizeof(*this); }
void Play(int SoundId);
void PlayAt(int SoundId, vec2 Pos);
void PlayAt(int SoundId, vec2 Position);
virtual void OnMapLoad() override;
virtual void OnRender() override;

View file

@ -526,7 +526,7 @@ void CPlayers::RenderPlayer(
if(time() - m_SkidSoundTime > time_freq() / 10)
{
if(g_Config.m_SndGame)
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 1.0f, Position);
m_SkidSoundTime = time();
}

View file

@ -43,6 +43,38 @@ void CSoundLoading::Run()
}
}
void CSounds::UpdateChannels()
{
const float NewGuiSoundVolume = g_Config.m_SndChatSoundVolume / 100.0f;
if(NewGuiSoundVolume != m_GuiSoundVolume)
{
m_GuiSoundVolume = NewGuiSoundVolume;
Sound()->SetChannel(CSounds::CHN_GUI, m_GuiSoundVolume, 0.0f);
}
const float NewGameSoundVolume = g_Config.m_SndGameSoundVolume / 100.0f;
if(NewGameSoundVolume != m_GameSoundVolume)
{
m_GameSoundVolume = NewGameSoundVolume;
Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f * m_GameSoundVolume, 1.0f);
Sound()->SetChannel(CSounds::CHN_GLOBAL, m_GameSoundVolume, 0.0f);
}
const float NewMapSoundVolume = g_Config.m_SndMapSoundVolume / 100.0f;
if(NewMapSoundVolume != m_MapSoundVolume)
{
m_MapSoundVolume = NewMapSoundVolume;
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
}
const float NewBackgroundMusicVolume = g_Config.m_SndBackgroundMusicVolume / 100.0f;
if(NewBackgroundMusicVolume != m_BackgroundMusicVolume)
{
m_BackgroundMusicVolume = NewBackgroundMusicVolume;
Sound()->SetChannel(CSounds::CHN_MUSIC, m_BackgroundMusicVolume, 1.0f);
}
}
int CSounds::GetSampleId(int SetId)
{
if(!g_Config.m_SndEnable || !Sound()->IsSoundEnabled() || m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
@ -67,20 +99,7 @@ int CSounds::GetSampleId(int SetId)
void CSounds::OnInit()
{
// 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_BackgroundMusicVolume = g_Config.m_SndBackgroundMusicVolume / 100.0f;
Sound()->SetChannel(CSounds::CHN_GUI, m_GuiSoundVolume, 0.0f);
Sound()->SetChannel(CSounds::CHN_MUSIC, m_BackgroundMusicVolume, 1.0f);
Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f * m_GameSoundVolume, 1.0f);
Sound()->SetChannel(CSounds::CHN_GLOBAL, m_GameSoundVolume, 0.0f);
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
Sound()->SetListenerPos(0.0f, 0.0f);
UpdateChannels();
ClearQueue();
// load sounds
@ -124,38 +143,8 @@ void CSounds::OnRender()
return;
}
// set listener pos
Sound()->SetListenerPos(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y);
// 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;
if(NewMapSoundVol != m_MapSoundVolume)
{
m_MapSoundVolume = NewMapSoundVol;
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
}
float NewBackgroundMusicVol = g_Config.m_SndBackgroundMusicVolume / 100.0f;
if(NewBackgroundMusicVol != m_BackgroundMusicVolume)
{
m_BackgroundMusicVolume = NewBackgroundMusicVol;
Sound()->SetChannel(CSounds::CHN_MUSIC, m_BackgroundMusicVolume, 1.0f);
}
Sound()->SetListenerPosition(m_pClient->m_Camera.m_Center);
UpdateChannels();
// play sound from queue
if(m_QueuePos > 0)
@ -191,49 +180,26 @@ void CSounds::Enqueue(int Channel, int SetId)
m_aQueue[m_QueuePos++].m_SetId = SetId;
}
void CSounds::PlayAndRecord(int Channel, int SetId, float Vol, vec2 Pos)
void CSounds::PlayAndRecord(int Channel, int SetId, float Volume, vec2 Position)
{
// TODO: Volume and position are currently not recorded for sounds played with this function
// TODO: This also causes desync sounds during demo playback of demos recorded on high ping servers:
// https://github.com/ddnet/ddnet/issues/1282
CNetMsg_Sv_SoundGlobal Msg;
Msg.m_SoundId = SetId;
Client()->SendPackMsgActive(&Msg, MSGFLAG_NOSEND | MSGFLAG_RECORD);
Play(Channel, SetId, Vol);
PlayAt(Channel, SetId, Volume, Position);
}
void CSounds::Play(int Channel, int SetId, float Vol)
void CSounds::Play(int Channel, int SetId, float Volume)
{
if(m_pClient->m_SuppressEvents)
return;
if(Channel == CHN_MUSIC && !g_Config.m_SndMusic)
return;
int SampleId = GetSampleId(SetId);
if(SampleId == -1)
return;
int Flags = 0;
if(Channel == CHN_MUSIC)
Flags = ISound::FLAG_LOOP;
Sound()->Play(Channel, SampleId, Flags);
PlaySample(Channel, GetSampleId(SetId), 0, Volume);
}
void CSounds::PlayAt(int Channel, int SetId, float Vol, vec2 Pos)
void CSounds::PlayAt(int Channel, int SetId, float Volume, vec2 Position)
{
if(m_pClient->m_SuppressEvents)
return;
if(Channel == CHN_MUSIC && !g_Config.m_SndMusic)
return;
int SampleId = GetSampleId(SetId);
if(SampleId == -1)
return;
int Flags = 0;
if(Channel == CHN_MUSIC)
Flags = ISound::FLAG_LOOP;
Sound()->PlayAt(Channel, SampleId, Flags, Pos.x, Pos.y);
PlaySampleAt(Channel, GetSampleId(SetId), 0, Volume, Position);
}
void CSounds::Stop(int SetId)
@ -259,24 +225,24 @@ bool CSounds::IsPlaying(int SetId)
return false;
}
ISound::CVoiceHandle CSounds::PlaySample(int Channel, int SampleId, float Vol, int Flags)
ISound::CVoiceHandle CSounds::PlaySample(int Channel, int SampleId, int Flags, float Volume)
{
if((Channel == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
if(m_pClient->m_SuppressEvents || (Channel == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
return ISound::CVoiceHandle();
if(Channel == CHN_MUSIC)
Flags |= ISound::FLAG_LOOP;
return Sound()->Play(Channel, SampleId, Flags);
return Sound()->Play(Channel, SampleId, Flags, Volume);
}
ISound::CVoiceHandle CSounds::PlaySampleAt(int Channel, int SampleId, float Vol, vec2 Pos, int Flags)
ISound::CVoiceHandle CSounds::PlaySampleAt(int Channel, int SampleId, int Flags, float Volume, vec2 Position)
{
if((Channel == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
if(m_pClient->m_SuppressEvents || (Channel == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
return ISound::CVoiceHandle();
if(Channel == CHN_MUSIC)
Flags |= ISound::FLAG_LOOP;
return Sound()->PlayAt(Channel, SampleId, Flags, Pos.x, Pos.y);
return Sound()->PlayAt(Channel, SampleId, Flags, Volume, Position);
}

View file

@ -34,12 +34,13 @@ class CSounds : public CComponent
std::shared_ptr<CSoundLoading> m_pSoundJob;
bool m_WaitForSoundJob;
void UpdateChannels();
int GetSampleId(int SetId);
float m_GuiSoundVolume;
float m_GameSoundVolume;
float m_MapSoundVolume;
float m_BackgroundMusicVolume;
float m_GuiSoundVolume = -1.0f;
float m_GameSoundVolume = -1.0f;
float m_MapSoundVolume = -1.0f;
float m_BackgroundMusicVolume = -1.0f;
public:
// sound channels
@ -60,14 +61,14 @@ public:
void ClearQueue();
void Enqueue(int Channel, int SetId);
void Play(int Channel, int SetId, float Vol);
void PlayAt(int Channel, int SetId, float Vol, vec2 Pos);
void PlayAndRecord(int Channel, int SetId, float Vol, vec2 Pos);
void Play(int Channel, int SetId, float Volume);
void PlayAt(int Channel, int SetId, float Volume, vec2 Position);
void PlayAndRecord(int Channel, int SetId, float Volume, vec2 Position);
void Stop(int SetId);
bool IsPlaying(int SetId);
ISound::CVoiceHandle PlaySample(int Channel, int SampleId, float Vol, int Flags = 0);
ISound::CVoiceHandle PlaySampleAt(int Channel, int SampleId, float Vol, vec2 Pos, int Flags = 0);
ISound::CVoiceHandle PlaySample(int Channel, int SampleId, int Flags, float Volume);
ISound::CVoiceHandle PlaySampleAt(int Channel, int SampleId, int Flags, float Volume, vec2 Position);
};
#endif

View file

@ -269,7 +269,7 @@ void CVoting::OnMessage(int MsgType, void *pRawMsg)
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s (%s)", m_aDescription, m_aReason);
Client()->Notify("DDNet Vote", aBuf);
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_HIGHLIGHT, 0);
m_pClient->m_Sounds.Play(CSounds::CHN_GUI, SOUND_CHAT_HIGHLIGHT, 1.0f);
}
}
}

View file

@ -956,7 +956,7 @@ void CEditor::DoAudioPreview(CUIRect View, const void *pPlayPauseButtonId, const
if(SampleId != m_ToolbarPreviewSound && m_ToolbarPreviewSound >= 0 && Sound()->IsPlaying(m_ToolbarPreviewSound))
Sound()->Pause(m_ToolbarPreviewSound);
Sound()->Play(CSounds::CHN_GUI, SampleId, ISound::FLAG_PREVIEW);
Sound()->Play(CSounds::CHN_GUI, SampleId, ISound::FLAG_PREVIEW, 1.0f);
}
}
}