sfx_t *ambient_sfx[NUM_AMBIENTS];
-int desired_speed = 11025;
-int desired_bits = 16;
-
int sound_started=0;
-cvar_t bgmvolume = {"bgmvolume", "1", true};
-cvar_t volume = {"volume", "0.7", true};
+// FIXME: make bgmvolume/volume always be registered for sake of config saving, and add check for whether sound is enabled to menu
+cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1"};
+cvar_t volume = {CVAR_SAVE, "volume", "0.7"};
-cvar_t nosound = {"nosound", "0"};
-cvar_t precache = {"precache", "1"};
-cvar_t loadas8bit = {"loadas8bit", "0"};
-cvar_t bgmbuffer = {"bgmbuffer", "4096"};
-cvar_t ambient_level = {"ambient_level", "0.3"};
-cvar_t ambient_fade = {"ambient_fade", "100"};
-cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
-cvar_t snd_show = {"snd_show", "0"};
-cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
-cvar_t snd_swapstereo = {"snd_swapstereo", "0", true};
+cvar_t nosound = {0, "nosound", "0"};
+cvar_t precache = {0, "precache", "1"};
+//cvar_t loadas8bit = {0, "loadas8bit", "0"};
+cvar_t bgmbuffer = {0, "bgmbuffer", "4096"};
+cvar_t ambient_level = {0, "ambient_level", "0.3"};
+cvar_t ambient_fade = {0, "ambient_fade", "100"};
+cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0"};
+cvar_t snd_show = {0, "snd_show", "0"};
+cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1"};
+cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0"};
// ====================================================================
Cvar_RegisterVariable(&nosound);
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&precache);
- Cvar_RegisterVariable(&loadas8bit);
+// Cvar_RegisterVariable(&loadas8bit);
Cvar_RegisterVariable(&bgmvolume);
Cvar_RegisterVariable(&bgmbuffer);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&_snd_mixahead);
Cvar_RegisterVariable(&snd_swapstereo); // LordHavoc: for people with backwards sound wiring
+ /*
if (host_parms.memsize < 0x800000)
{
Cvar_Set ("loadas8bit", "1");
Con_Printf ("loading all sounds as 8bit\n");
}
+ */
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
- { // allways override sound from same entity
+ { // always override sound from same entity
first_to_die = ch_idx;
break;
}
vec3_t source_vec;
sfx_t *snd;
-// anything coming from the view entity will allways be full volume
+// anything coming from the view entity will always be full volume
// LordHavoc: make sounds with ATTN_NONE have no spatialization
if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
{
continue;
if (check->sfx == sfx && !check->pos)
{
- skip = rand () % (int)(0.1*shm->speed);
- if (skip >= target_chan->end)
- skip = target_chan->end - 1;
+ // LordHavoc: fixed skip calculations
+ skip = 0.1 * shm->speed;
+ if (skip > sc->length)
+ skip = sc->length;
+ if (skip > 0)
+ skip = rand() % skip;
target_chan->pos += skip;
target_chan->end -= skip;
break;
int ambient_channel;
channel_t *chan;
- if (!snd_ambient)
- return;
+ // LordHavoc: kill ambient sounds until proven otherwise
+ for (ambient_channel = 0 ; ambient_channel < NUM_AMBIENTS;ambient_channel++)
+ channels[ambient_channel].sfx = NULL;
-// calc ambient sound levels
- if (!cl.worldmodel)
+ if (!snd_ambient || !cl.worldmodel || ambient_level.value <= 0)
return;
l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
- if (!l || !ambient_level.value)
- {
- for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
- channels[ambient_channel].sfx = NULL;
+ if (!l)
return;
- }
+// calc ambient sound levels
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
chan = &channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
-
+
vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol)
{
- chan->master_vol += host_frametime * ambient_fade.value;
+ chan->master_vol += host_realframetime * ambient_fade.value;
if (chan->master_vol > vol)
chan->master_vol = vol;
}
else if (chan->master_vol > vol)
{
- chan->master_vol -= host_frametime * ambient_fade.value;
+ chan->master_vol -= host_realframetime * ambient_fade.value;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
- if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
+ if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
{
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx)