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A few small audio changes
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@ -1113,12 +1113,12 @@ cAudioManager::AdjustSamplesVolume()
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}
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uint8
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cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist)
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cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance)
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{
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float quatIntensity = intensity / 4.0f;
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float diffIntensity = intensity - quatIntensity;
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if (dist > diffIntensity)
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return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume / quatIntensity;
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float minDistance = maxDistance / 4.0f;
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float diffDistance = maxDistance - minDistance;
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if (distance > diffDistance)
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return (minDistance - (distance - diffDistance)) * (float)emittingVolume / minDistance;
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return emittingVolume;
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}
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#endif
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@ -59,7 +59,7 @@ public:
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// Default value is -3 for whatever reason
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#endif
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uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
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int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame. Has no effect with EXTERNAL_3D_SOUND
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int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
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};
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VALIDATE_SIZE(tSound, 92);
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@ -319,7 +319,7 @@ public:
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#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
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void AdjustSamplesVolume();
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float dist);
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance);
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#endif
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// audio logic
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