@@ -262,10 +262,10 @@ void AudioManager::init()
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m_sound = NEW SoundManager;
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// Set our system volumes from the user's preferred settings, not the defaults.
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- m_systemMusicVolume = getAudioSettings () ? getAudioSettings () ->m_preferredMusicVolume : 0 . 55f ;
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- m_systemSoundVolume = getAudioSettings () ? getAudioSettings () ->m_preferredSoundVolume : 0 . 75f ;
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- m_systemSound3DVolume = getAudioSettings () ? getAudioSettings () ->m_preferred3DSoundVolume : 0 . 75f ;
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- m_systemSpeechVolume = getAudioSettings () ? getAudioSettings () ->m_preferredSpeechVolume : 0 . 55f ;
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+ m_systemMusicVolume = m_audioSettings ->m_preferredMusicVolume ;
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+ m_systemSoundVolume = m_audioSettings ->m_preferredSoundVolume ;
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+ m_systemSound3DVolume = m_audioSettings ->m_preferred3DSoundVolume ;
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+ m_systemSpeechVolume = m_audioSettings ->m_preferredSpeechVolume ;
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m_scriptMusicVolume = 1 .0f ;
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m_scriptSoundVolume = 1 .0f ;
@@ -316,8 +316,8 @@ void AudioManager::update()
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Vector3 forward ( 0 , 1 , 0 );
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rot.mulVector3 ( forward );
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- Real desiredHeight = TheAudio-> getAudioSettings () ->m_microphoneDesiredHeightAboveTerrain ;
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- Real maxPercentage = TheAudio-> getAudioSettings () ->m_microphoneMaxPercentageBetweenGroundAndCamera ;
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+ Real desiredHeight = m_audioSettings ->m_microphoneDesiredHeightAboveTerrain ;
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+ Real maxPercentage = m_audioSettings ->m_microphoneMaxPercentageBetweenGroundAndCamera ;
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Coord3D lookTo;
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lookTo.set (forward.X , forward.Y , forward.Z );
@@ -359,9 +359,9 @@ void AudioManager::update()
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// Now determine if we would like to boost the volume based on the camera being close to the microphone!
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- Real maxBoostScalar = TheAudio-> getAudioSettings () ->m_zoomSoundVolumePercentageAmount ;
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- Real minDist = TheAudio-> getAudioSettings () ->m_zoomMinDistance ;
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- Real maxDist = TheAudio-> getAudioSettings () ->m_zoomMaxDistance ;
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+ Real maxBoostScalar = m_audioSettings ->m_zoomSoundVolumePercentageAmount ;
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+ Real minDist = m_audioSettings ->m_zoomMinDistance ;
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+ Real maxDist = m_audioSettings ->m_zoomMaxDistance ;
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// We can't boost a sound above 100%, instead reduce the normal sound level.
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m_zoomVolume = 1 .0f - maxBoostScalar;
@@ -468,7 +468,7 @@ AudioHandle AudioManager::addAudioEvent(const AudioEventRTS *eventToAdd)
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}
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// cull muted audio
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- if (audioEvent->getVolume () < TheAudio-> getAudioSettings () ->m_minVolume ) {
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+ if (audioEvent->getVolume () < m_audioSettings ->m_minVolume ) {
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#ifdef INTENSIVE_AUDIO_DEBUG
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DEBUG_LOG ((" - culled due to muting (%d)." , audioEvent->getVolume ()));
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#endif
@@ -998,7 +998,7 @@ void AudioManager::findAllAudioEventsOfType( AudioType audioType, std::vector<Au
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Bool AudioManager::isCurrentProviderHardwareAccelerated ()
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{
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for (Int i = 0 ; i < MAX_HW_PROVIDERS; ++i) {
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- if (getProviderName (getSelectedProvider ()) == TheAudio-> getAudioSettings () ->m_preferred3DProvider [i]) {
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+ if (getProviderName (getSelectedProvider ()) == m_audioSettings ->m_preferred3DProvider [i]) {
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return TRUE ;
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}
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}
@@ -1009,7 +1009,7 @@ Bool AudioManager::isCurrentProviderHardwareAccelerated()
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// -------------------------------------------------------------------------------------------------
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Bool AudioManager::isCurrentSpeakerTypeSurroundSound ()
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{
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- return (getSpeakerType () == TheAudio-> getAudioSettings () ->m_defaultSpeakerType3D );
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+ return (getSpeakerType () == m_audioSettings ->m_defaultSpeakerType3D );
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}
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// -------------------------------------------------------------------------------------------------
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