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Fix volume change in settings not affecting voice track
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commit
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5 changed files with 13 additions and 15 deletions
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@ -5,9 +5,10 @@ Version 1.1.1
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* Fix projectiles flying through animating objects.
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* Fix harpoon gun doing enormous damage on enemies.
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* Fix train death animation.
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* Fix knife thrower AI.
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* Fix TR1 wolf damage value inflicted on a close bite attack.
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* Fix TR1 bear various original AI issues.
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* Fix TR2 knife thrower AI.
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* Fix volume change in settings not affecting voice track.
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* Overhaul look mode:
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- Allow for consistent and wider viewing angles while crawling, crouching, and hanging.
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- Improve movement and control.
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@ -881,7 +881,7 @@ namespace TEN::Gui
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MenuToDisplay = Menu::Options;
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SelectedOption = 1;
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SetVolumeMusic(g_Configuration.MusicVolume);
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SetVolumeTracks(g_Configuration.MusicVolume);
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SetVolumeFX(g_Configuration.SfxVolume);
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return;
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}
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@ -929,7 +929,7 @@ namespace TEN::Gui
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if (CurrentSettings.Configuration.MusicVolume < 0)
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CurrentSettings.Configuration.MusicVolume = 0;
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SetVolumeMusic(CurrentSettings.Configuration.MusicVolume);
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SetVolumeTracks(CurrentSettings.Configuration.MusicVolume);
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isVolumeAdjusted = true;
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}
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@ -968,7 +968,7 @@ namespace TEN::Gui
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if (CurrentSettings.Configuration.MusicVolume > VOLUME_MAX)
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CurrentSettings.Configuration.MusicVolume = VOLUME_MAX;
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SetVolumeMusic(CurrentSettings.Configuration.MusicVolume);
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SetVolumeTracks(CurrentSettings.Configuration.MusicVolume);
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isVolumeAdjusted = true;
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}
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@ -1046,7 +1046,7 @@ namespace TEN::Gui
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else if (SelectedOption == OtherSettingsOption::Cancel)
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{
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SoundEffect(SFX_TR4_MENU_SELECT, nullptr, SoundEnvironment::Always);
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SetVolumeMusic(g_Configuration.MusicVolume);
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SetVolumeTracks(g_Configuration.MusicVolume);
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SetVolumeFX(g_Configuration.SfxVolume);
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MenuToDisplay = fromPauseMenu ? Menu::Pause : Menu::Options;
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SelectedOption = 1;
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@ -48,18 +48,15 @@ static int SecretSoundIndex = 5;
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static int GlobalMusicVolume;
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static int GlobalFXVolume;
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void SetVolumeMusic(int vol)
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void SetVolumeTracks(int vol)
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{
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GlobalMusicVolume = vol;
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float fVol = static_cast<float>(vol) / 100.0f;
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if (BASS_ChannelIsActive(SoundtrackSlot[(int)SoundTrackType::BGM].Channel))
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for (int i = 0; i < (int)SoundTrackType::Count; i++)
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{
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BASS_ChannelSetAttribute(SoundtrackSlot[(int)SoundTrackType::BGM].Channel, BASS_ATTRIB_VOL, fVol);
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}
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if (BASS_ChannelIsActive(SoundtrackSlot[(int)SoundTrackType::OneShot].Channel))
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{
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BASS_ChannelSetAttribute(SoundtrackSlot[(int)SoundTrackType::OneShot].Channel, BASS_ATTRIB_VOL, fVol);
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if (BASS_ChannelIsActive(SoundtrackSlot[i].Channel))
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BASS_ChannelSetAttribute(SoundtrackSlot[i].Channel, BASS_ATTRIB_VOL, fVol);
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}
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}
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@ -177,7 +177,7 @@ std::pair<std::string, QWORD> GetSoundTrackNameAndPosition(SoundTrackType type);
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static void CALLBACK Sound_FinishOneshotTrack(HSYNC handle, DWORD channel, DWORD data, void* userData);
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void SetVolumeMusic(int vol);
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void SetVolumeTracks(int vol);
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void SetVolumeFX(int vol);
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void Sound_Init(const std::string& gameDirectory);
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@ -281,7 +281,7 @@ bool SaveConfiguration()
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void SaveAudioConfig()
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{
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SetVolumeMusic(g_Configuration.MusicVolume);
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SetVolumeTracks(g_Configuration.MusicVolume);
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SetVolumeFX(g_Configuration.SfxVolume);
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}
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@ -475,7 +475,7 @@ bool LoadConfiguration()
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g_Configuration.EnableSubtitles = enableSubtitles;
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// Set legacy variables.
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SetVolumeMusic(musicVolume);
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SetVolumeTracks(musicVolume);
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SetVolumeFX(sfxVolume);
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DefaultConflict();
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