MADE: Use SFX sound type for sampled audio

The engine used the plain sound type for sampled sound effects and movie audio
and applied the SFX user volume control to the plain sound type. This caused
emulators like the AdLib emulator and Munt to be affected by the SFX user
volume control, because they use the plain sound type. This commit fixes this
by using the SFX sound type instead of the plain sound type. User volume is
applied by Engine::syncSoundSettings.

This commit also fixes the setSoundVolume script function. Volume was
previously applied to the SFX and speech sound types, which were not used.
Also, by directly using Mixer::setVolumeForSoundType, it would override the
user volume setting. This is fixed by storing the game sound volume in a field
and applying this to the current and future audio streams. This fixes bug
#6444.
This commit is contained in:
Coen Rampen 2021-09-22 20:32:07 +02:00
parent 84e88b9b3c
commit 69629944e5
4 changed files with 11 additions and 10 deletions

View File

@ -114,8 +114,6 @@ void MadeEngine::syncSoundSettings() {
mute = ConfMan.getBool("mute");
_music->setVolume(mute ? 0 : ConfMan.getInt("music_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType,
mute ? 0 : ConfMan.getInt("sfx_volume"));
}
int16 MadeEngine::getTicks() {

View File

@ -189,7 +189,7 @@ bool PmvPlayer::play(const char *filename) {
decompressMovieImage(imageData, *_surface, cmdOffs, pixelOffs, maskOffs, lineSize);
if (firstTime) {
_mixer->playStream(Audio::Mixer::kPlainSoundType, &_audioStreamHandle, _audioStream);
_mixer->playStream(Audio::Mixer::kSFXSoundType, &_audioStreamHandle, _audioStream);
soundStartTime = g_system->getMillis();
skipFrames = 0;
firstTime = false;

View File

@ -36,7 +36,7 @@
namespace Made {
ScriptFunctions::ScriptFunctions(MadeEngine *vm) : _vm(vm), _soundStarted(false) {
ScriptFunctions::ScriptFunctions(MadeEngine *vm) : _vm(vm), _soundStarted(false), _gameAudioVolume(Audio::Mixer::kMaxChannelVolume) {
// Initialize the two tone generators
_pcSpeaker1 = new Audio::PCSpeaker();
_pcSpeaker2 = new Audio::PCSpeaker();
@ -252,8 +252,8 @@ int16 ScriptFunctions::sfPlaySound(int16 argc, int16 *argv) {
}
if (soundNum > 0) {
SoundResource *soundRes = _vm->_res->getSound(soundNum);
_vm->_mixer->playStream(Audio::Mixer::kPlainSoundType, &_audioStreamHandle,
soundRes->getAudioStream(_vm->_soundRate, false));
_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_audioStreamHandle,
soundRes->getAudioStream(_vm->_soundRate, false), -1, _gameAudioVolume);
_vm->_soundEnergyArray = soundRes->getSoundEnergyArray();
_vm->_soundEnergyIndex = 0;
_soundStarted = true;
@ -641,8 +641,8 @@ int16 ScriptFunctions::sfPlayVoice(int16 argc, int16 *argv) {
stopSound();
if (soundNum > 0) {
_soundResource = _vm->_res->getSound(soundNum);
_vm->_mixer->playStream(Audio::Mixer::kPlainSoundType, &_audioStreamHandle,
_soundResource->getAudioStream(_vm->_soundRate, false));
_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_audioStreamHandle,
_soundResource->getAudioStream(_vm->_soundRate, false), -1, _gameAudioVolume);
_vm->_autoStopSound = true;
_soundStarted = true;
}
@ -1013,8 +1013,9 @@ int16 ScriptFunctions::sfPlaceMenu(int16 argc, int16 *argv) {
}
int16 ScriptFunctions::sfSetSoundVolume(int16 argc, int16 *argv) {
_vm->_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, argv[0] * 25);
_vm->_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, argv[0] * 25);
_gameAudioVolume = argv[0] * 25;
if (_vm->_mixer->isSoundHandleActive(_audioStreamHandle))
_vm->_mixer->setChannelVolume(_audioStreamHandle, _gameAudioVolume);
return 0;
}

View File

@ -63,6 +63,8 @@ protected:
Audio::SoundHandle _voiceStreamHandle;
SoundResource* _soundResource;
bool _soundStarted;
// The audio volume set by the game scripts.
uint8 _gameAudioVolume;
// PlayNote/StopNote and PlayTele/StopTele wave generators
Audio::SoundHandle _pcSpeakerHandle1, _pcSpeakerHandle2;