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engine: client: fix sound mute when losing focus

master
Alibek Omarov 9 months ago
parent
commit
7584bbe47e
  1. 8
      engine/client/s_main.c
  2. 1
      engine/client/sound.h
  3. 12
      engine/platform/sdl/events.c

8
engine/client/s_main.c

@ -43,7 +43,7 @@ CVAR_DEFINE_AUTO( s_lerping, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "apply interpo
static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "volume of environment noises (water and wind)" ); static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "volume of environment noises (water and wind)" );
static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rate of volume fading when client is moving" ); static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rate of volume fading when client is moving" );
static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "combine channels with same sounds" ); static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "combine channels with same sounds" );
CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "silence the audio when game window loses focus" ); static CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "silence the audio when game window loses focus" );
CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" ); CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" );
CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sample count (0 for default value)" ); CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sample count (0 for default value)" );
CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "warn about late precached sounds on client-side" ); CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "warn about late precached sounds on client-side" );
@ -64,6 +64,12 @@ float S_GetMasterVolume( void )
{ {
float scale = 1.0f; float scale = 1.0f;
if( host.status == HOST_NOFOCUS && snd_mute_losefocus.value != 0.0f )
{
// we return zero volume to keep sounds running
return 0.0f;
}
if( !s_listener.inmenu && soundfade.percent != 0 ) if( !s_listener.inmenu && soundfade.percent != 0 )
{ {
scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f ); scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f );

1
engine/client/sound.h

@ -221,7 +221,6 @@ extern convar_t s_musicvolume;
extern convar_t s_lerping; extern convar_t s_lerping;
extern convar_t s_test; // cvar to testify new effects extern convar_t s_test; // cvar to testify new effects
extern convar_t s_samplecount; extern convar_t s_samplecount;
extern convar_t snd_mute_losefocus;
extern convar_t s_warn_late_precache; extern convar_t s_warn_late_precache;
void S_InitScaletable( void ); void S_InitScaletable( void );

12
engine/platform/sdl/events.c

@ -374,14 +374,8 @@ static void SDLash_ActiveEvent( int gain )
{ {
host.status = HOST_FRAME; host.status = HOST_FRAME;
if( cls.key_dest == key_game ) if( cls.key_dest == key_game )
{
IN_ActivateMouse( ); IN_ActivateMouse( );
}
if( dma.initialized && snd_mute_losefocus.value )
{
SNDDMA_Activate( true );
}
host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME; host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
if( vid_fullscreen.value == WINDOW_MODE_FULLSCREEN ) if( vid_fullscreen.value == WINDOW_MODE_FULLSCREEN )
VID_SetMode(); VID_SetMode();
@ -397,14 +391,8 @@ static void SDLash_ActiveEvent( int gain )
#endif #endif
host.status = HOST_NOFOCUS; host.status = HOST_NOFOCUS;
if( cls.key_dest == key_game ) if( cls.key_dest == key_game )
{
IN_DeactivateMouse(); IN_DeactivateMouse();
}
if( dma.initialized && snd_mute_losefocus.value )
{
SNDDMA_Activate( false );
}
host.force_draw_version_time = host.realtime + 2.0; host.force_draw_version_time = host.realtime + 2.0;
VID_RestoreScreenResolution(); VID_RestoreScreenResolution();
} }

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