forked from teamnwah/openmw-tes3coop
Merge pull request #1333 from akortunov/guidistortionfix
Disable sound distortion for GUI actions and PlaySound command [discussion]
This commit is contained in:
commit
2c95f40640
2 changed files with 15 additions and 5 deletions
apps/openmw
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@ -82,7 +82,7 @@ namespace MWScript
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std::string sound = runtime.getStringLiteral (runtime[0].mInteger);
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runtime.pop();
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MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
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MWBase::Environment::get().getSoundManager()->playSound(sound, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv);
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}
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};
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@ -101,7 +101,7 @@ namespace MWScript
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Interpreter::Type_Float pitch = runtime[0].mFloat;
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runtime.pop();
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MWBase::Environment::get().getSoundManager()->playSound (sound, volume, pitch);
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MWBase::Environment::get().getSoundManager()->playSound(sound, volume, pitch, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv);
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}
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};
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@ -4,6 +4,7 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/actorutil.hpp"
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@ -26,9 +27,18 @@ void MWWorld::Action::execute (const Ptr& actor, bool noSound)
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{
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if(!mSoundId.empty() && !noSound)
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{
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MWBase::SoundManager::PlayMode envType = MWBase::SoundManager::Play_Normal;
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// Action sounds should not have a distortion in GUI mode
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// example: take an item or drink a potion underwater
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if (actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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envType = MWBase::SoundManager::Play_NoEnv;
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}
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if(mKeepSound && actor == MWMechanics::getPlayer())
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MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0,
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MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Normal, mSoundOffset
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MWBase::SoundManager::Play_TypeSfx, envType, mSoundOffset
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);
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else
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{
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@ -37,12 +47,12 @@ void MWWorld::Action::execute (const Ptr& actor, bool noSound)
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MWBase::Environment::get().getSoundManager()->playSound3D(
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(local ? actor : mTarget).getRefData().getPosition().asVec3(),
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mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Normal, mSoundOffset
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envType, mSoundOffset
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);
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else
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MWBase::Environment::get().getSoundManager()->playSound3D(local ? actor : mTarget,
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mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Normal, mSoundOffset
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envType, mSoundOffset
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);
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}
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}
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