* Use spaces for line-out purposes (rather than tabs)
* Tune down the volume of the oil-pumps, power-spikes and power hums a bit, to make them less dominant (and annoying) (from patch #822 by Buginator) git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2681 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
a316f10a0e
commit
533e7e92bf
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@ -401,9 +401,9 @@ audio_module
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/*Building FX*/
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audio "oilpump.ogg" loop 20 1800
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audio "powerhum.ogg" loop 20 1800
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audio "powerspk.ogg" oneshot 20 1800
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audio "oilpump.ogg" loop 10 1800
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audio "powerhum.ogg" loop 15 1800
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audio "powerspk.ogg" oneshot 15 1800
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audio "steam.ogg" oneshot 20 1800
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audio "ecmtower.ogg" oneshot 20 1800
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audio "freroar.ogg" oneshot 100 1800
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@ -420,9 +420,9 @@ BOOL sound_Play2DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample, BOOL bQueued )
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{
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return FALSE;
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}
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volume = ((float)psTrack->iVol / 100.0f); // each object can have OWN volume!
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psSample->fVol = volume; // save volume
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volume *= sfx_volume; // and now take into account the Users sound Prefs.
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volume = ((float)psTrack->iVol / 100.0f); // each object can have OWN volume!
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psSample->fVol = volume; // save computed volume
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volume *= sfx_volume; // and now take into account the Users sound Prefs.
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alGenSources( 1, &(psSample->iSample) );
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alSourcef( psSample->iSample, AL_PITCH, 1.0f );
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alSourcef( psSample->iSample, AL_GAIN,volume );
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@ -460,8 +460,8 @@ BOOL sound_Play3DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample )
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return FALSE;
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}
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volume = ((float)psTrack->iVol / 100.0); // max range is 0-100
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psSample->fVol = volume; // store results for later
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volume = ((float)psTrack->iVol / 100.0); // max range is 0-100
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psSample->fVol = volume; // store results for later
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alGenSources( 1, &(psSample->iSample) );
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// HACK: this is a workaround for a bug in the 64bit implementation of OpenAL on GNU/Linux
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// The AL_PITCH value really should be 1.0.
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@ -71,7 +71,7 @@ typedef struct AUDIO_SAMPLE
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ALuint iSample; // OpenAL name of the sound source
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#endif
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SDWORD x, y, z;
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float fVol; // computed volume of sample
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float fVol; // computed volume of sample
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BOOL bFinishedPlaying;
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AUDIO_CALLBACK pCallback;
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void *psObj;
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