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https://github.com/YGGverse/xash3d-fwgs.git
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engine: client: fix sound mute when losing focus
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505b6cc264
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@ -43,7 +43,7 @@ CVAR_DEFINE_AUTO( s_lerping, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "apply interpo
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static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "volume of environment noises (water and wind)" );
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static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "volume of environment noises (water and wind)" );
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static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rate of volume fading when client is moving" );
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static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rate of volume fading when client is moving" );
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static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "combine channels with same sounds" );
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static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "combine channels with same sounds" );
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CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "silence the audio when game window loses focus" );
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static CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "silence the audio when game window loses focus" );
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CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" );
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CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" );
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CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sample count (0 for default value)" );
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CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sample count (0 for default value)" );
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CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "warn about late precached sounds on client-side" );
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CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "warn about late precached sounds on client-side" );
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@ -64,6 +64,12 @@ float S_GetMasterVolume( void )
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{
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{
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float scale = 1.0f;
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float scale = 1.0f;
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if( host.status == HOST_NOFOCUS && snd_mute_losefocus.value != 0.0f )
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{
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// we return zero volume to keep sounds running
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return 0.0f;
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}
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if( !s_listener.inmenu && soundfade.percent != 0 )
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if( !s_listener.inmenu && soundfade.percent != 0 )
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{
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{
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scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f );
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scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f );
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@ -221,7 +221,6 @@ extern convar_t s_musicvolume;
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extern convar_t s_lerping;
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extern convar_t s_lerping;
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extern convar_t s_test; // cvar to testify new effects
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extern convar_t s_test; // cvar to testify new effects
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extern convar_t s_samplecount;
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extern convar_t s_samplecount;
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extern convar_t snd_mute_losefocus;
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extern convar_t s_warn_late_precache;
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extern convar_t s_warn_late_precache;
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void S_InitScaletable( void );
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void S_InitScaletable( void );
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@ -374,14 +374,8 @@ static void SDLash_ActiveEvent( int gain )
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{
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{
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host.status = HOST_FRAME;
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host.status = HOST_FRAME;
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if( cls.key_dest == key_game )
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if( cls.key_dest == key_game )
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{
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IN_ActivateMouse( );
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IN_ActivateMouse( );
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}
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if( dma.initialized && snd_mute_losefocus.value )
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{
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SNDDMA_Activate( true );
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}
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host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
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host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
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if( vid_fullscreen.value == WINDOW_MODE_FULLSCREEN )
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if( vid_fullscreen.value == WINDOW_MODE_FULLSCREEN )
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VID_SetMode();
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VID_SetMode();
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@ -397,14 +391,8 @@ static void SDLash_ActiveEvent( int gain )
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#endif
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#endif
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host.status = HOST_NOFOCUS;
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host.status = HOST_NOFOCUS;
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if( cls.key_dest == key_game )
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if( cls.key_dest == key_game )
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{
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IN_DeactivateMouse();
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IN_DeactivateMouse();
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}
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if( dma.initialized && snd_mute_losefocus.value )
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{
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SNDDMA_Activate( false );
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}
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host.force_draw_version_time = host.realtime + 2.0;
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host.force_draw_version_time = host.realtime + 2.0;
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VID_RestoreScreenResolution();
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VID_RestoreScreenResolution();
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}
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}
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