Audio Engine volume bug & small update

Fixed a bug where the volume change would be ignored if the sound was fading
Added SoundEngine::GetMusicVolume
Removed volume factor
Removed unused SetListenerVelocity
This commit is contained in:
Amun
2025-10-05 22:08:37 +03:00
parent de6817c338
commit 01f4417d80
5 changed files with 19 additions and 21 deletions

View File

@@ -143,13 +143,14 @@ void MaSoundInstance::Fade(float toVolume, float secDurationFromMinMax)
toVolume = std::clamp<float>(toVolume, 0.0f, 1.0f);
m_FadeTargetVolume = toVolume;
float rate = 1.0f / 61.0f / secDurationFromMinMax;
float rate = 1.0f / CS_CLIENT_FPS / secDurationFromMinMax;
m_FadeRatePerFrame = GetVolume() > toVolume ? -rate : rate;
}
void MaSoundInstance::StopFading()
{
m_FadeRatePerFrame = 0.0f;
m_FadeTargetVolume = 0.0f;
}
bool MaSoundInstance::IsFading() const
@@ -157,17 +158,17 @@ bool MaSoundInstance::IsFading() const
return m_FadeRatePerFrame != 0.0f;
}
void MaSoundInstance::Update(float volumeFactor) // volume factor is the user's volume
void MaSoundInstance::Update()
{
if (m_FadeRatePerFrame != 0.0f)
{
float targetVolume = std::clamp<float>(m_FadeTargetVolume * volumeFactor, 0.0f, 1.0f);
float volume = std::clamp<float>(GetVolume() + (m_FadeRatePerFrame * volumeFactor), 0.0f, 1.0f);
float targetVolume = std::clamp<float>(m_FadeTargetVolume, 0.0f, 1.0f);
float volume = std::clamp<float>(GetVolume() + m_FadeRatePerFrame, 0.0f, 1.0f);
if ((m_FadeRatePerFrame > 0.0f && volume >= targetVolume) || (m_FadeRatePerFrame < 0.0f && volume <= targetVolume))
{
volume = m_FadeTargetVolume * volumeFactor;
volume = m_FadeTargetVolume;
m_FadeRatePerFrame = 0.0f;
if (volume <= 0.0f)
if (m_FadeTargetVolume <= 0.0f)
ma_sound_stop(&m_Sound);
}
ma_sound_set_volume(&m_Sound, volume);