Make environmental audio switchable

This commit is contained in:
yvt 2017-01-07 01:38:56 +09:00
parent 5e7050a4aa
commit 7ceada702f

View File

@ -49,6 +49,7 @@ SPADES_SETTING(cg_ragdoll);
SPADES_SETTING(cg_ejectBrass);
DEFINE_SPADES_SETTING(cg_animations, "1");
SPADES_SETTING(cg_shake);
DEFINE_SPADES_SETTING(cg_environmentalAudio, "1");
namespace spades {
namespace client {
@ -1043,6 +1044,16 @@ namespace spades {
};
ClientPlayer::AmbienceInfo ClientPlayer::ComputeAmbience() {
const SceneDefinition &lastSceneDef = client->GetLastSceneDef();
if (!cg_environmentalAudio) {
AmbienceInfo result;
result.room = 0.0f;
result.distance = (lastSceneDef.viewOrigin - player->GetEye()).GetLength();
result.size = 0.0f;
return result;
}
float maxDistance = 40.f;
GameMap *map = client->map;
SPAssert(map);
@ -1130,8 +1141,6 @@ namespace spades {
feedbackness /= (float)distances.size();
feedbackness = std::min(std::max(0.0f, feedbackness - 0.35f) / 0.5f, 1.0f);
const SceneDefinition &lastSceneDef = client->GetLastSceneDef();
AmbienceInfo result;
result.room = reflections * feedbackness;
result.distance = (lastSceneDef.viewOrigin - player->GetEye()).GetLength();