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Rename "Ambient" to "Map Sound"
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9b6f679008
commit
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@ -68,7 +68,7 @@ MACRO_CONFIG_INT(SndEnable, snd_enable, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "S
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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(SndAmbientVolume, snd_ambient_volume, 70, 0, 100, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Ambient 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(SndNonactiveMute, snd_nonactive_mute, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
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MACRO_CONFIG_INT(SndGame, snd_game, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Enable game sounds")
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@ -118,7 +118,7 @@ void CMapSounds::OnRender()
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int Flags = 0;
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if(pSource->m_pSource->m_Loop) Flags |= ISound::FLAG_LOOP;
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pSource->m_Voice = m_pClient->m_pSounds->PlaySampleAt(CSounds::CHN_AMBIENT, m_aSounds[pSource->m_Sound], 1.0f, vec2(fx2f(pSource->m_pSource->m_Position.x), fx2f(pSource->m_pSource->m_Position.y)), Flags);
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pSource->m_Voice = m_pClient->m_pSounds->PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[pSource->m_Sound], 1.0f, vec2(fx2f(pSource->m_pSource->m_Position.x), fx2f(pSource->m_pSource->m_Position.y)), Flags);
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Sound()->SetVoiceMaxDistance(pSource->m_Voice, pSource->m_pSource->m_FalloffDistance);
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Sound()->SetVoiceTimeOffset(pSource->m_Voice, offset);
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}
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@ -216,4 +216,4 @@ void CMapSounds::OnStateChange(int NewState, int OldState)
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{
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if(NewState < IClient::STATE_ONLINE)
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Clear();
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}
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}
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@ -1068,8 +1068,8 @@ void CMenus::RenderSettingsSound(CUIRect 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("Ambient volume"), 14.0f, -1);
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g_Config.m_SndAmbientVolume = (int)(DoScrollbarH(&g_Config.m_SndAmbientVolume, &Button, g_Config.m_SndAmbientVolume/100.0f)*100.0f);
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UI()->DoLabelScaled(&Label, Localize("Map Sound volume"), 14.0f, -1);
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g_Config.m_SndMapSoundVolume = (int)(DoScrollbarH(&g_Config.m_SndMapSoundVolume, &Button, g_Config.m_SndMapSoundVolume/100.0f)*100.0f);
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MainView.HSplitTop(20.0f, 0, &MainView);
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}
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}
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@ -64,13 +64,13 @@ 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_AmbientVolume = g_Config.m_SndAmbientVolume/100.0f;
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m_MapSoundVolume = g_Config.m_SndMapSoundVolume/100.0f;
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Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_MUSIC, 1.0f, 0.0f);
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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_AMBIENT, m_AmbientVolume, 1.0f);
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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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@ -123,11 +123,11 @@ 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 NewAmbientVol = g_Config.m_SndAmbientVolume/100.0f;
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if(NewAmbientVol != m_AmbientVolume)
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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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m_AmbientVolume = NewAmbientVol;
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Sound()->SetChannel(CSounds::CHN_AMBIENT, m_AmbientVolume, 1.0f);
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m_MapSoundVolume = NewMapSoundVol;
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Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
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}
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// play sound from queue
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@ -236,4 +236,4 @@ ISound::CVoiceHandle CSounds::PlaySampleAt(int Chn, int SampleId, float Vol, vec
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Flags |= ISound::FLAG_LOOP;
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return Sound()->PlayAt(Chn, SampleId, Flags, Pos.x, Pos.y);
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}
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}
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@ -23,7 +23,7 @@ class CSounds : public CComponent
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int GetSampleId(int SetId);
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float m_AmbientVolume;
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float m_MapSoundVolume;
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public:
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// sound channels
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@ -33,7 +33,7 @@ public:
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CHN_MUSIC,
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CHN_WORLD,
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CHN_GLOBAL,
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CHN_AMBIENT,
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CHN_MAPSOUND,
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};
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virtual void OnInit();
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