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Limit properly the sound setting at updateSound runtime step (#5753)
* Limit properly the sound setting at updateSound runtime step Fix #5026 * Add a comment
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10
src/game.cpp
10
src/game.cpp
@ -3444,7 +3444,15 @@ void Game::updateSound(f32 dtime)
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v3f(0, 0, 0), // velocity
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camera->getDirection(),
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camera->getCameraNode()->getUpVector());
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sound->setListenerGain(g_settings->getFloat("sound_volume"));
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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->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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LocalPlayer *player = client->getEnv().getLocalPlayer();
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@ -69,7 +69,7 @@ void GUIVolumeChange::regenerateGui(v2u32 screensize)
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Remove stuff
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*/
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removeChildren();
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/*
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Calculate new sizes and positions
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*/
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@ -79,12 +79,11 @@ void GUIVolumeChange::regenerateGui(v2u32 screensize)
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screensize.X/2 + 380/2,
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screensize.Y/2 + 200/2
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);
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DesiredRect = rect;
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recalculateAbsolutePosition(false);
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v2s32 size = rect.getSize();
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v2s32 topleft_client(40, 0);
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int volume = (int)(g_settings->getFloat("sound_volume")*100);
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/*
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Add stuff
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