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Use CHN_WORLD for MAPSOUNDWORLD and CHN_GLOBAL for MAPSOUNDGLOBAL
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The whole idea behind custom sounds was to use them as replacement for
built-in sounds (depending on the gameplay). We have to use the same channels
instead of the MAP (aka 'ambient') channel to have the same volume for both
sets of messages.
Otherwise we have situation of players reporting 'no sound' because they have
`snd_ambient_volume 0` in the configs.

NETMSGTYPE_SV_MAPSOUNDGLOBAL is NETMSGTYPE_SV_SOUNDGLOBAL which uses map
assets as the sounds container. Use the same CSounds::CHN_GLOBAL to make
the sound messages equivalent.

NETEVENTTYPE_MAPSOUNDWORLD is NETEVENTTYPE_SOUNDWORLD which uses map assets
as the sounds container. Use the same CSounds::CHN_WORLD to make the sound
events equivalent.
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Kaffeine committed Oct 3, 2024
1 parent 000718e commit 03a06a1
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Showing 3 changed files with 8 additions and 8 deletions.
8 changes: 4 additions & 4 deletions src/game/client/components/mapsounds.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -17,20 +17,20 @@ CMapSounds::CMapSounds()
m_Count = 0;
}

void CMapSounds::Play(int SoundId)
void CMapSounds::Play(int Channel, int SoundId)
{
if(SoundId < 0 || SoundId >= m_Count)
return;

m_pClient->m_Sounds.PlaySample(CSounds::CHN_MAPSOUND, m_aSounds[SoundId], 0, 1.0f);
m_pClient->m_Sounds.PlaySample(Channel, m_aSounds[SoundId], 0, 1.0f);
}

void CMapSounds::PlayAt(int SoundId, vec2 Position)
void CMapSounds::PlayAt(int Channel, int SoundId, vec2 Position)
{
if(SoundId < 0 || SoundId >= m_Count)
return;

m_pClient->m_Sounds.PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[SoundId], 0, 1.0f, Position);
m_pClient->m_Sounds.PlaySampleAt(Channel, m_aSounds[SoundId], 0, 1.0f, Position);
}

void CMapSounds::OnMapLoad()
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4 changes: 2 additions & 2 deletions src/game/client/components/mapsounds.h
Original file line number Diff line number Diff line change
Expand Up @@ -33,8 +33,8 @@ class CMapSounds : public CComponent
CMapSounds();
virtual int Sizeof() const override { return sizeof(*this); }

void Play(int SoundId);
void PlayAt(int SoundId, vec2 Position);
void Play(int Channel, int SoundId);
void PlayAt(int Channel, int SoundId, vec2 Position);

virtual void OnMapLoad() override;
virtual void OnRender() override;
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4 changes: 2 additions & 2 deletions src/game/client/gameclient.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1105,7 +1105,7 @@ void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dumm
return;

CNetMsg_Sv_MapSoundGlobal *pMsg = (CNetMsg_Sv_MapSoundGlobal *)pRawMsg;
m_MapSounds.Play(pMsg->m_SoundId);
m_MapSounds.Play(CSounds::CHN_GLOBAL, pMsg->m_SoundId);
}
}

Expand Down Expand Up @@ -1286,7 +1286,7 @@ void CGameClient::ProcessEvents()
if(!Config()->m_SndGame)
continue;

m_MapSounds.PlayAt(pEvent->m_SoundId, vec2(pEvent->m_X, pEvent->m_Y));
m_MapSounds.PlayAt(CSounds::CHN_WORLD, pEvent->m_SoundId, vec2(pEvent->m_X, pEvent->m_Y));
}
}
}
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