Apply volume to sounds with origin too

Previously sounds with an origin would always start at max volume. This is
because the distance calculation adjusts the volume, and that volume needs to
be updated every tic as distance changes. Storing the original volume works.

(cherry picked from commit 22177753d2f00d58d19d930f51dcd086097dfd0d)
This commit is contained in:
James R 2020-09-08 22:40:42 -07:00
parent 9e31adf22c
commit b18d60c1d3
1 changed files with 7 additions and 8 deletions

View File

@ -521,6 +521,7 @@ void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan)
void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{
const INT32 initial_volume = volume;
INT32 sep, pitch, priority, cnum;
const sfxenum_t actual_id = sfx_id;
sfxinfo_t *sfx;
@ -718,6 +719,7 @@ dontplay:
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].volume = initial_volume;
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
@ -929,7 +931,7 @@ void S_UpdateSounds(void)
if (I_SoundIsPlaying(c->handle))
{
// initialize parameters
volume = 255; // 8 bits internal volume precision
volume = c->volume; // 8 bits internal volume precision
pitch = NORM_PITCH;
sep = NORM_SEP;
@ -1204,15 +1206,12 @@ INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *v
}
// volume calculation
if (approx_dist < S_CLOSE_DIST)
{
// SfxVolume is now hardware volume
*vol = 255; // not snd_SfxVolume
}
else
/* not sure if it should be > (no =), but this matches the old behavior */
if (approx_dist >= S_CLOSE_DIST)
{
// distance effect
*vol = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR;
INT32 n = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS));
*vol = FixedMul(*vol * FRACUNIT / 255, n) / S_ATTENUATOR;
}
return (*vol > 0);