mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-20 04:29:14 +01:00
Add main volume option to settings (#267)
* This commit adds the option to control the main volume game via a slider added to the "Sound" tab in the settings menu.
This commit is contained in:
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commit
169155953e
@ -7,30 +7,47 @@
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<!-- Options -->
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<!-- Options -->
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<div class="config__wrapper" data-event-mouseout="set_cur_config_index(-1)">
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<div class="config__wrapper" data-event-mouseout="set_cur_config_index(-1)">
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<div class="config-option" data-event-mouseover="set_cur_config_index(0)">
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<div class="config-option" data-event-mouseover="set_cur_config_index(0)">
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<label class="config-option__title">Main Volume</label>
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<div class="config-option__range-wrapper config-option__list">
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<label class="config-option__range-label">{{main_volume}}%</label>
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<input
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(0)"
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class="nav-vert"
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id="main_volume_input"
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type="range"
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min="0"
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max="100"
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style="flex: 1; margin: 0dp; nav-up: #tab_sound; nav-down: #bgm_volume_input;"
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data-value="main_volume"
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/>
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</div>
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</div>
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<div class="config-option" data-event-mouseover="set_cur_config_index(1)">
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<label class="config-option__title">Background Music Volume</label>
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<label class="config-option__title">Background Music Volume</label>
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<div class="config-option__range-wrapper config-option__list">
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<div class="config-option__range-wrapper config-option__list">
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<label class="config-option__range-label">{{bgm_volume}}%</label>
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<label class="config-option__range-label">{{bgm_volume}}%</label>
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<input
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<input
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data-event-blur="set_cur_config_index(-1)"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(0)"
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data-event-focus="set_cur_config_index(1)"
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class="nav-vert"
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class="nav-vert"
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id="bgm_volume_input"
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id="bgm_volume_input"
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type="range"
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type="range"
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min="0"
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min="0"
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max="100"
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max="100"
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style="flex: 1; margin: 0dp; nav-up: #tab_sound; nav-down: #lhb_on;"
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style="flex: 1; margin: 0dp; nav-up: #main_volume_input; nav-down: #lhb_on;"
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data-value="bgm_volume"
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data-value="bgm_volume"
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/>
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/>
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</div>
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</div>
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</div>
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</div>
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<div class="config-option" data-event-mouseover="set_cur_config_index(1)">
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<div class="config-option" data-event-mouseover="set_cur_config_index(2)">
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<label class="config-option__title">Low Health Beeps</label>
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<label class="config-option__title">Low Health Beeps</label>
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<div class="config-option__list">
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<div class="config-option__list">
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<input
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<input
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type="radio"
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(1)"
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data-event-focus="set_cur_config_index(2)"
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name="lhb"
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name="lhb"
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data-checked="low_health_beeps_enabled"
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data-checked="low_health_beeps_enabled"
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value="1"
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value="1"
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@ -42,7 +59,7 @@
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<input
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<input
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type="radio"
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(1)"
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data-event-focus="set_cur_config_index(2)"
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name="lhb"
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name="lhb"
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data-checked="low_health_beeps_enabled"
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data-checked="low_health_beeps_enabled"
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value="0"
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value="0"
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@ -55,10 +72,13 @@
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</div>
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</div>
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<!-- Descriptions -->
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<!-- Descriptions -->
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<div class="config__wrapper">
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<div class="config__wrapper">
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<p data-if="cur_config_index == 0">
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<p data-if="cur_config_index == 0">
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Controls the main volume of the game.
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</p>
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<p data-if="cur_config_index == 1">
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Controls the overall volume of background music.
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Controls the overall volume of background music.
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</p>
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</p>
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<p data-if="cur_config_index == 1">
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<p data-if="cur_config_index == 2">
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Toggles whether or not the low-health beeping sound plays.
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Toggles whether or not the low-health beeping sound plays.
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</p>
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</p>
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</div>
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</div>
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@ -3,6 +3,8 @@
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namespace recomp {
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namespace recomp {
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void reset_sound_settings();
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void reset_sound_settings();
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void set_main_volume(int volume);
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int get_main_volume();
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void set_bgm_volume(int volume);
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void set_bgm_volume(int volume);
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int get_bgm_volume();
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int get_bgm_volume();
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void set_low_health_beeps_enabled(bool enabled);
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void set_low_health_beeps_enabled(bool enabled);
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@ -344,6 +344,7 @@ void load_controls_config(const std::filesystem::path& path) {
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void save_sound_config(const std::filesystem::path& path) {
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void save_sound_config(const std::filesystem::path& path) {
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nlohmann::json config_json{};
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nlohmann::json config_json{};
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config_json["main_volume"] = recomp::get_main_volume();
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config_json["bgm_volume"] = recomp::get_bgm_volume();
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config_json["bgm_volume"] = recomp::get_bgm_volume();
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config_json["low_health_beeps"] = recomp::get_low_health_beeps_enabled();
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config_json["low_health_beeps"] = recomp::get_low_health_beeps_enabled();
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@ -357,8 +358,8 @@ void load_sound_config(const std::filesystem::path& path) {
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config_file >> config_json;
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config_file >> config_json;
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recomp::reset_sound_settings();
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recomp::reset_sound_settings();
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call_if_key_exists(recomp::set_main_volume, config_json, "main_volume");
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call_if_key_exists(recomp::set_bgm_volume, config_json, "bgm_volume");
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call_if_key_exists(recomp::set_bgm_volume, config_json, "bgm_volume");
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call_if_key_exists(recomp::set_low_health_beeps_enabled, config_json, "low_health_beeps");
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call_if_key_exists(recomp::set_low_health_beeps_enabled, config_json, "low_health_beeps");
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}
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}
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@ -78,7 +78,6 @@ extern "C" void recomp_get_targeting_mode(uint8_t* rdram, recomp_context* ctx) {
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_return(ctx, static_cast<int>(recomp::get_targeting_mode()));
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_return(ctx, static_cast<int>(recomp::get_targeting_mode()));
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}
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}
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extern "C" void recomp_get_bgm_volume(uint8_t* rdram, recomp_context* ctx) {
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extern "C" void recomp_get_bgm_volume(uint8_t* rdram, recomp_context* ctx) {
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_return(ctx, recomp::get_bgm_volume() / 100.0f);
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_return(ctx, recomp::get_bgm_volume() / 100.0f);
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}
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}
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@ -23,6 +23,7 @@
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#include "recomp_input.h"
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#include "recomp_input.h"
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#include "recomp_config.h"
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#include "recomp_config.h"
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#include "recomp_game.h"
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#include "recomp_game.h"
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#include "recomp_sound.h"
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#ifdef _WIN32
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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@ -191,9 +192,10 @@ void queue_samples(int16_t* audio_data, size_t sample_count) {
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// Convert the audio from 16-bit values to floats and swap the audio channels into the
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// Convert the audio from 16-bit values to floats and swap the audio channels into the
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// swap buffer to correct for the address xor caused by endianness handling.
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// swap buffer to correct for the address xor caused by endianness handling.
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float cur_main_volume = recomp::get_main_volume() / 100.0f; // Get the current main volume, normalized to 0.0-1.0.
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for (size_t i = 0; i < sample_count; i += input_channels) {
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for (size_t i = 0; i < sample_count; i += input_channels) {
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swap_buffer[i + 0 + duplicated_input_frames * input_channels] = audio_data[i + 1] * (0.5f / 32768.0f);
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swap_buffer[i + 0 + duplicated_input_frames * input_channels] = audio_data[i + 1] * (0.5f / 32768.0f) * cur_main_volume;
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swap_buffer[i + 1 + duplicated_input_frames * input_channels] = audio_data[i + 0] * (0.5f / 32768.0f);
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swap_buffer[i + 1 + duplicated_input_frames * input_channels] = audio_data[i + 0] * (0.5f / 32768.0f) * cur_main_volume;
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}
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}
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// TODO handle cases where a chunk is smaller than the duplicated frame count.
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// TODO handle cases where a chunk is smaller than the duplicated frame count.
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@ -354,10 +354,12 @@ void recomp::set_autosave_mode(recomp::AutosaveMode mode) {
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}
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}
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struct SoundOptionsContext {
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struct SoundOptionsContext {
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std::atomic<int> main_volume; // Option to control the volume of all sound
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std::atomic<int> bgm_volume;
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std::atomic<int> bgm_volume;
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std::atomic<int> low_health_beeps_enabled; // RmlUi doesn't seem to like "true"/"false" strings for setting variants so an int is used here instead.
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std::atomic<int> low_health_beeps_enabled; // RmlUi doesn't seem to like "true"/"false" strings for setting variants so an int is used here instead.
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void reset() {
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void reset() {
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bgm_volume = 100;
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bgm_volume = 100;
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main_volume = 100;
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low_health_beeps_enabled = (int)true;
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low_health_beeps_enabled = (int)true;
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}
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}
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SoundOptionsContext() {
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SoundOptionsContext() {
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@ -374,6 +376,17 @@ void recomp::reset_sound_settings() {
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}
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}
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}
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}
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void recomp::set_main_volume(int volume) {
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sound_options_context.main_volume.store(volume);
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if (sound_options_model_handle) {
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sound_options_model_handle.DirtyVariable("main_volume");
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}
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}
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int recomp::get_main_volume() {
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return sound_options_context.main_volume.load();
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}
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void recomp::set_bgm_volume(int volume) {
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void recomp::set_bgm_volume(int volume) {
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sound_options_context.bgm_volume.store(volume);
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sound_options_context.bgm_volume.store(volume);
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if (sound_options_model_handle) {
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if (sound_options_model_handle) {
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@ -852,6 +865,7 @@ public:
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sound_options_model_handle = constructor.GetModelHandle();
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sound_options_model_handle = constructor.GetModelHandle();
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bind_atomic(constructor, sound_options_model_handle, "main_volume", &sound_options_context.main_volume);
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bind_atomic(constructor, sound_options_model_handle, "bgm_volume", &sound_options_context.bgm_volume);
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bind_atomic(constructor, sound_options_model_handle, "bgm_volume", &sound_options_context.bgm_volume);
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bind_atomic(constructor, sound_options_model_handle, "low_health_beeps_enabled", &sound_options_context.low_health_beeps_enabled);
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bind_atomic(constructor, sound_options_model_handle, "low_health_beeps_enabled", &sound_options_context.low_health_beeps_enabled);
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}
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}
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