From ee0bfbede1f5eb17e76cd00444ea9749869d9adb Mon Sep 17 00:00:00 2001 From: paramat Date: Tue, 19 Sep 2017 16:39:30 +0100 Subject: [PATCH] CAO footstep sounds: Reduce gain to balance volume --- src/content_cao.cpp | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/src/content_cao.cpp b/src/content_cao.cpp index 9a493daff..7178debaa 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -862,16 +862,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) float moved = lastpos.getDistanceFrom(pos_translator.vect_show); m_step_distance_counter += moved; - if(m_step_distance_counter > 1.5*BS) - { - m_step_distance_counter = 0; - if(!m_is_local_player && m_prop.makes_footstep_sound) - { + if (m_step_distance_counter > 1.5f * BS) { + m_step_distance_counter = 0.0f; + if (!m_is_local_player && m_prop.makes_footstep_sound) { INodeDefManager *ndef = m_client->ndef(); - v3s16 p = floatToInt(getPosition() + v3f(0, - (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); + v3s16 p = floatToInt(getPosition() + + v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS); MapNode n = m_env->getMap().getNodeNoEx(p); SimpleSoundSpec spec = ndef->get(n).sound_footstep; + // Reduce footstep gain, as non-local-player footsteps are + // somehow louder. + spec.gain *= 0.6f; m_client->sound()->playSoundAt(spec, false, getPosition()); } }