Little Alien

Play weapon sounds on higher volume
Adjustable in ja2.ini


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@53 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-04 12:53:59 +00:00
parent ff3f4ced29
commit 973325bddc
2 changed files with 40 additions and 8 deletions
+8 -1
View File
@@ -19,6 +19,7 @@
#define SET_TACTICAL_AI "JA2 Tactical AI Settings"
#define SET_GRAPHIC "JA2 Graphic Settings"
#define SET_GAMEPLAY "JA2 Gameplay Settings"
#define SET_SOUND "JA2 Sound Settings"
UINT8 gubDeadLockDelay = 15;
@@ -49,10 +50,12 @@ BOOLEAN gfEnableEmergencyButton_SkipStrategicEvents = FALSE;
BOOLEAN gfAllowMilitiaGroups = TRUE;
BOOLEAN gfAllowReinforcments = TRUE;
BOOLEAN gfAllowReinforcmentsOnlyInCity = FALSE;
UINT32 guiBaseQueenPoolIncrement = 60;
UINT32 guiBaseQueenPoolIncrement = 60;
BOOLEAN fAllowTacticalMilitiaCommand = TRUE;
UINT32 guiWeaponSoundEffectsVolume = 0;
typedef struct
{
CHAR8* strParamName;
@@ -75,6 +78,7 @@ enum
TSetting gpSettings[] =
{
//Video settings
{"fVSync", SET_RESOLUTION, &gfVSync, VT_BOOLEAN},
{"PlayerTurnSpeedUpFactor", SET_TURN_SPEED, (LPVOID)&gubPlayerTurnSpeedUpFactor, VT_UINT8},
@@ -83,6 +87,9 @@ TSetting gpSettings[] =
{"MilitiaTurnSpeedUpFactor", SET_TURN_SPEED, (LPVOID)&gubMilitiaTurnSpeedUpFactor, VT_UINT8},
{"CivTurnSpeedUpFactor", SET_TURN_SPEED, (LPVOID)&gubCivTurnSpeedUpFactor, VT_UINT8},
//Sound settings
{"WeaponSoundEffectsVolume", SET_SOUND, &guiWeaponSoundEffectsVolume, VT_UINT32},
// Militia Settings
{"AllowTacticalMilitiaCommand", SET_TACTICAL, &fAllowTacticalMilitiaCommand, VT_BOOLEAN},
+32 -7
View File
@@ -19,6 +19,8 @@ UINT32 MIDVOLUME START_MIDVOLUME;
UINT32 HIGHVOLUME START_HIGHVOLUME;
*/
extern UINT32 guiWeaponSoundEffectsVolume;
UINT32 guiSpeechVolume = MIDVOLUME;
UINT32 guiSoundEffectsVolume = MIDVOLUME;
@@ -437,17 +439,30 @@ BOOLEAN ShutdownJA2Sound( )
UINT32 PlayJA2Sample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
SOUNDPARMS spParms;
//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szSoundEffects[usNum], ubVolume));
SOUNDPARMS spParms;
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
spParms.uiSpeed = usRate;
spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
spParms.uiVolume &= 0xFFL;
if ( strstr( szSoundEffects[usNum], "WEAPONS" ) == NULL )
{
spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
}
else
{
spParms.uiVolume = (UINT32)( ( ubVolume / (FLOAT) HIGHVOLUME ) * guiSoundEffectsVolume +.5 ) * (1 + guiWeaponSoundEffectsVolume / 100);
}
spParms.uiVolume &= 0xFFL;
spParms.uiLoop = ubLoops;
spParms.uiPan = uiPan & 0xFFL;
spParms.uiPriority=GROUP_PLAYER;
//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szSoundEffects[usNum], spParms.uiVolume));
return(SoundPlay(szSoundEffects[usNum], &spParms));
}
@@ -470,20 +485,30 @@ UINT32 PlayJA2StreamingSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UIN
UINT32 PlayJA2SampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szFileName, ubVolume));
// does the same thing as PlayJA2Sound, but one only has to pass the filename, not the index of the sound array
SOUNDPARMS spParms;
SOUNDPARMS spParms;
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
spParms.uiSpeed = usRate;
spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
if ( strstr( szFileName, "WEAPONS" ) == NULL )
{
spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
}
else
{
spParms.uiVolume = (UINT32)( ( ubVolume / (FLOAT) HIGHVOLUME ) * guiSoundEffectsVolume +.5 ) * (1 + guiWeaponSoundEffectsVolume / 100);
}
spParms.uiLoop = ubLoops;
spParms.uiPan = uiPan;
spParms.uiPriority=GROUP_PLAYER;
//return(SoundPlay(szFileName, &spParms));
//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szFileName, spParms.uiVolume));
return(SoundPlay((STR) szFileName, &spParms));
}