Add sound volume when unfocused setting (#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.
This commit is contained in:
Muhammad Rifqi Priyo Susanto 2023-12-11 01:11:39 +07:00 committed by GitHub
parent 321bcf5c44
commit 55fafb7d25
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 38 additions and 14 deletions

@ -623,6 +623,9 @@ bloom_radius (Bloom Radius) float 1 0.1 8
# Requires the sound system to be enabled. # Requires the sound system to be enabled.
sound_volume (Volume) float 0.8 0.0 1.0 sound_volume (Volume) float 0.8 0.0 1.0
# Volume multiplier when the window is unfocused.
sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
# Whether to mute sounds. You can unmute sounds at any time, unless the # Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false). # sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the # In-game, you can toggle the mute state with the mute key or by using the

@ -3209,19 +3209,7 @@ void Game::updateSound(f32 dtime)
camera->getDirection(), camera->getDirection(),
camera->getCameraNode()->getUpVector()); camera->getCameraNode()->getUpVector());
bool mute_sound = g_settings->getBool("mute_sound"); sound_volume_control(sound_manager.get(), device->isWindowActive());
if (mute_sound) {
sound_manager->setListenerGain(0.0f);
} else {
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
sound_manager->setListenerGain(new_volume);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
}
// Tell the sound maker whether to make footstep sounds // Tell the sound maker whether to make footstep sounds
soundmaker->makes_footstep_sound = player->makes_footstep_sound; soundmaker->makes_footstep_sound = player->makes_footstep_sound;

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "filesys.h" #include "filesys.h"
#include "log.h" #include "log.h"
#include "porting.h" #include "porting.h"
#include "settings.h"
#include "util/numeric.h" #include "util/numeric.h"
#include <algorithm> #include <algorithm>
#include <string> #include <string>
@ -95,3 +96,26 @@ void ISoundManager::freeId(sound_handle_t id, u32 num_owners)
else else
it->second -= num_owners; it->second -= num_owners;
} }
void sound_volume_control(ISoundManager *sound_mgr, bool is_window_active)
{
bool mute_sound = g_settings->getBool("mute_sound");
if (mute_sound) {
sound_mgr->setListenerGain(0.0f);
} else {
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
if (!is_window_active) {
new_volume *= g_settings->getFloat("sound_volume_unfocused");
new_volume = rangelim(new_volume, 0.0f, 1.0f);
}
sound_mgr->setListenerGain(new_volume);
}
}

@ -184,3 +184,9 @@ public:
void fadeSound(sound_handle_t sound, f32 step, f32 target_gain) override {} void fadeSound(sound_handle_t sound, f32 step, f32 target_gain) override {}
void updateSoundPosVel(sound_handle_t sound, const v3f &pos, const v3f &vel) override {} void updateSoundPosVel(sound_handle_t sound, const v3f &pos, const v3f &vel) override {}
}; };
/**
* A helper function to control sound volume based on some values: sound volume
* settings, mute sound setting, and window activity.
*/
void sound_volume_control(ISoundManager *sound_mgr, bool is_window_active);

@ -40,6 +40,7 @@ void set_default_settings()
settings->setDefault("address", ""); settings->setDefault("address", "");
settings->setDefault("enable_sound", "true"); settings->setDefault("enable_sound", "true");
settings->setDefault("sound_volume", "0.8"); settings->setDefault("sound_volume", "0.8");
settings->setDefault("sound_volume_unfocused", "0.3");
settings->setDefault("mute_sound", "false"); settings->setDefault("mute_sound", "false");
settings->setDefault("enable_mesh_cache", "false"); settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("mesh_generation_interval", "0"); settings->setDefault("mesh_generation_interval", "0");

@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <ICameraSceneNode.h> #include <ICameraSceneNode.h>
#include "client/renderingengine.h" #include "client/renderingengine.h"
#include "scripting_mainmenu.h" #include "scripting_mainmenu.h"
#include "util/numeric.h"
#include "config.h" #include "config.h"
#include "version.h" #include "version.h"
#include "porting.h" #include "porting.h"
@ -296,6 +295,7 @@ void GUIEngine::run()
driver->endScene(); driver->endScene();
IrrlichtDevice *device = m_rendering_engine->get_raw_device(); IrrlichtDevice *device = m_rendering_engine->get_raw_device();
u32 frametime_min = 1000 / (device->isWindowFocused() u32 frametime_min = 1000 / (device->isWindowFocused()
? g_settings->getFloat("fps_max") ? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused")); : g_settings->getFloat("fps_max_unfocused"));
@ -310,6 +310,8 @@ void GUIEngine::run()
m_script->step(); m_script->step();
sound_volume_control(m_sound_manager.get(), device->isWindowActive());
m_sound_manager->step(dtime); m_sound_manager->step(dtime);
#ifdef __ANDROID__ #ifdef __ANDROID__