
* Suppress application volume when alt-tabbed Add a "suppress_audio" slider setting, 50% by default, which decides how much audio remains when the client is not in focus Add a "muted" setting for blip, music, and sfx players Add update_audio_volume func * change "suppress" to "how much audio is suppressed" instead of "how much audio remains" * Fix last commit just flipping the behavior and being ultra wacky * Fix evidence present sound ignoring audio suppression settings Co-authored-by: stonedDiscord <Tukz@gmx.de> Co-authored-by: Salanto <62221668+Salanto@users.noreply.github.com>
102 lines
2.7 KiB
C++
102 lines
2.7 KiB
C++
#include "aosfxplayer.h"
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#include "file_functions.h"
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AOSfxPlayer::AOSfxPlayer(QWidget *parent, AOApplication *p_ao_app)
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{
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m_parent = parent;
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ao_app = p_ao_app;
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}
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void AOSfxPlayer::clear()
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{
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for (int n_stream = 0; n_stream < m_channelmax; ++n_stream) {
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BASS_ChannelStop(m_stream_list[n_stream]);
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}
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set_volume_internal(m_volume);
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}
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void AOSfxPlayer::loop_clear()
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{
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for (int n_stream = 0; n_stream < m_channelmax; ++n_stream) {
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if ((BASS_ChannelFlags(m_stream_list[n_stream], 0, 0) & BASS_SAMPLE_LOOP))
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BASS_ChannelStop(m_stream_list[n_stream]);
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}
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set_volume_internal(m_volume);
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}
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void AOSfxPlayer::play(QString p_sfx, QString p_character, QString p_misc)
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{
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for (int i = 0; i < m_channelmax; ++i) {
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if (BASS_ChannelIsActive(m_stream_list[i]) == BASS_ACTIVE_PLAYING)
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m_channel = (i + 1) % m_channelmax;
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else {
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m_channel = i;
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break;
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}
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}
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QString path = ao_app->get_sfx(p_sfx, p_misc, p_character);
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if (path.endsWith(".opus"))
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m_stream_list[m_channel] = BASS_OPUS_StreamCreateFile(
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FALSE, path.utf16(), 0, 0,
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BASS_STREAM_AUTOFREE | BASS_UNICODE | BASS_ASYNCFILE);
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else
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m_stream_list[m_channel] = BASS_StreamCreateFile(
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FALSE, path.utf16(), 0, 0,
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BASS_STREAM_AUTOFREE | BASS_UNICODE | BASS_ASYNCFILE);
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set_volume_internal(m_volume);
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BASS_ChannelSetDevice(m_stream_list[m_channel], BASS_GetDevice());
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BASS_ChannelPlay(m_stream_list[m_channel], false);
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BASS_ChannelSetSync(m_stream_list[m_channel], BASS_SYNC_DEV_FAIL, 0,
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ao_app->BASSreset, 0);
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}
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void AOSfxPlayer::stop(int channel)
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{
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if (channel == -1) {
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channel = m_channel;
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}
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BASS_ChannelStop(m_stream_list[channel]);
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}
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void AOSfxPlayer::set_muted(bool toggle)
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{
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m_muted = toggle;
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// Update the audio volume
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set_volume_internal(m_volume);
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}
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void AOSfxPlayer::set_volume(qreal p_value)
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{
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m_volume = p_value * 0.01;
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set_volume_internal(m_volume);
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}
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void AOSfxPlayer::set_volume_internal(qreal p_value)
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{
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// If muted, volume will always be 0
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float volume = static_cast<float>(p_value) * !m_muted;
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for (int n_stream = 0; n_stream < m_channelmax; ++n_stream) {
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BASS_ChannelSetAttribute(m_stream_list[n_stream], BASS_ATTRIB_VOL, volume);
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}
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}
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void AOSfxPlayer::set_looping(bool toggle, int channel)
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{
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if (channel == -1) {
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channel = m_channel;
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}
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m_looping = toggle;
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if (BASS_ChannelFlags(m_stream_list[channel], 0, 0) & BASS_SAMPLE_LOOP) {
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if (m_looping == false)
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BASS_ChannelFlags(m_stream_list[channel], 0,
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BASS_SAMPLE_LOOP); // remove the LOOP flag
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}
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else {
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if (m_looping == true)
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BASS_ChannelFlags(m_stream_list[channel], BASS_SAMPLE_LOOP,
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BASS_SAMPLE_LOOP); // set the LOOP flag
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}
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}
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