* 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-861f7616d084
master
Giel van Schijndel 2007-11-02 22:37:20 +00:00
parent a316f10a0e
commit 533e7e92bf
3 changed files with 10 additions and 10 deletions

View File

@ -401,9 +401,9 @@ audio_module
/*Building FX*/
audio "oilpump.ogg" loop 20 1800
audio "powerhum.ogg" loop 20 1800
audio "powerspk.ogg" oneshot 20 1800
audio "oilpump.ogg" loop 10 1800
audio "powerhum.ogg" loop 15 1800
audio "powerspk.ogg" oneshot 15 1800
audio "steam.ogg" oneshot 20 1800
audio "ecmtower.ogg" oneshot 20 1800
audio "freroar.ogg" oneshot 100 1800

View File

@ -420,9 +420,9 @@ BOOL sound_Play2DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample, BOOL bQueued )
{
return FALSE;
}
volume = ((float)psTrack->iVol / 100.0f); // each object can have OWN volume!
psSample->fVol = volume; // save volume
volume *= sfx_volume; // and now take into account the Users sound Prefs.
volume = ((float)psTrack->iVol / 100.0f); // each object can have OWN volume!
psSample->fVol = volume; // save computed volume
volume *= sfx_volume; // and now take into account the Users sound Prefs.
alGenSources( 1, &(psSample->iSample) );
alSourcef( psSample->iSample, AL_PITCH, 1.0f );
alSourcef( psSample->iSample, AL_GAIN,volume );
@ -460,8 +460,8 @@ BOOL sound_Play3DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample )
return FALSE;
}
volume = ((float)psTrack->iVol / 100.0); // max range is 0-100
psSample->fVol = volume; // store results for later
volume = ((float)psTrack->iVol / 100.0); // max range is 0-100
psSample->fVol = volume; // store results for later
alGenSources( 1, &(psSample->iSample) );
// HACK: this is a workaround for a bug in the 64bit implementation of OpenAL on GNU/Linux
// The AL_PITCH value really should be 1.0.

View File

@ -71,7 +71,7 @@ typedef struct AUDIO_SAMPLE
ALuint iSample; // OpenAL name of the sound source
#endif
SDWORD x, y, z;
float fVol; // computed volume of sample
float fVol; // computed volume of sample
BOOL bFinishedPlaying;
AUDIO_CALLBACK pCallback;
void *psObj;