forked from Mirrorlandia_minetest/minetest
master #4
@ -623,6 +623,9 @@ bloom_radius (Bloom Radius) float 1 0.1 8
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# Requires the sound system to be enabled.
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sound_volume (Volume) float 0.8 0.0 1.0
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# Volume multiplier when the window is unfocused.
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sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
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# Whether to mute sounds. You can unmute sounds at any time, unless the
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# sound system is disabled (enable_sound=false).
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# In-game, you can toggle the mute state with the mute key or by using the
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@ -3209,19 +3209,7 @@ void Game::updateSound(f32 dtime)
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camera->getDirection(),
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camera->getCameraNode()->getUpVector());
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bool mute_sound = g_settings->getBool("mute_sound");
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if (mute_sound) {
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sound_manager->setListenerGain(0.0f);
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} else {
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// Check if volume is in the proper range, else fix it.
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float old_volume = g_settings->getFloat("sound_volume");
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float new_volume = rangelim(old_volume, 0.0f, 1.0f);
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sound_manager->setListenerGain(new_volume);
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if (old_volume != new_volume) {
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g_settings->setFloat("sound_volume", new_volume);
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}
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}
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sound_volume_control(sound_manager.get(), device->isWindowActive());
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// Tell the sound maker whether to make footstep sounds
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soundmaker->makes_footstep_sound = player->makes_footstep_sound;
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "filesys.h"
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#include "log.h"
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#include "porting.h"
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#include "settings.h"
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#include "util/numeric.h"
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#include <algorithm>
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#include <string>
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@ -95,3 +96,26 @@ void ISoundManager::freeId(sound_handle_t id, u32 num_owners)
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else
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it->second -= num_owners;
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}
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void sound_volume_control(ISoundManager *sound_mgr, bool is_window_active)
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{
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bool mute_sound = g_settings->getBool("mute_sound");
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if (mute_sound) {
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sound_mgr->setListenerGain(0.0f);
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} else {
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// Check if volume is in the proper range, else fix it.
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float old_volume = g_settings->getFloat("sound_volume");
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float new_volume = rangelim(old_volume, 0.0f, 1.0f);
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if (old_volume != new_volume) {
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g_settings->setFloat("sound_volume", new_volume);
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}
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if (!is_window_active) {
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new_volume *= g_settings->getFloat("sound_volume_unfocused");
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new_volume = rangelim(new_volume, 0.0f, 1.0f);
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}
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sound_mgr->setListenerGain(new_volume);
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}
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}
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@ -184,3 +184,9 @@ public:
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void fadeSound(sound_handle_t sound, f32 step, f32 target_gain) override {}
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void updateSoundPosVel(sound_handle_t sound, const v3f &pos, const v3f &vel) override {}
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};
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/**
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* A helper function to control sound volume based on some values: sound volume
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* settings, mute sound setting, and window activity.
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*/
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void sound_volume_control(ISoundManager *sound_mgr, bool is_window_active);
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@ -40,6 +40,7 @@ void set_default_settings()
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settings->setDefault("address", "");
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settings->setDefault("enable_sound", "true");
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settings->setDefault("sound_volume", "0.8");
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settings->setDefault("sound_volume_unfocused", "0.3");
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settings->setDefault("mute_sound", "false");
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settings->setDefault("enable_mesh_cache", "false");
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settings->setDefault("mesh_generation_interval", "0");
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@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <ICameraSceneNode.h>
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#include "client/renderingengine.h"
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#include "scripting_mainmenu.h"
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#include "util/numeric.h"
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#include "config.h"
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#include "version.h"
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#include "porting.h"
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@ -296,6 +295,7 @@ void GUIEngine::run()
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driver->endScene();
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IrrlichtDevice *device = m_rendering_engine->get_raw_device();
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u32 frametime_min = 1000 / (device->isWindowFocused()
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused"));
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@ -310,6 +310,8 @@ void GUIEngine::run()
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m_script->step();
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sound_volume_control(m_sound_manager.get(), device->isWindowActive());
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m_sound_manager->step(dtime);
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#ifdef __ANDROID__
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