atrooney-online-2/src/aosfxplayer.cpp
Crystalwarrior ad578eb0bd
Suppress application volume when alt-tabbed (#730)
* 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>
2022-07-23 18:18:45 +03:00

102 lines
2.7 KiB
C++

#include "aosfxplayer.h"
#include "file_functions.h"
AOSfxPlayer::AOSfxPlayer(QWidget *parent, AOApplication *p_ao_app)
{
m_parent = parent;
ao_app = p_ao_app;
}
void AOSfxPlayer::clear()
{
for (int n_stream = 0; n_stream < m_channelmax; ++n_stream) {
BASS_ChannelStop(m_stream_list[n_stream]);
}
set_volume_internal(m_volume);
}
void AOSfxPlayer::loop_clear()
{
for (int n_stream = 0; n_stream < m_channelmax; ++n_stream) {
if ((BASS_ChannelFlags(m_stream_list[n_stream], 0, 0) & BASS_SAMPLE_LOOP))
BASS_ChannelStop(m_stream_list[n_stream]);
}
set_volume_internal(m_volume);
}
void AOSfxPlayer::play(QString p_sfx, QString p_character, QString p_misc)
{
for (int i = 0; i < m_channelmax; ++i) {
if (BASS_ChannelIsActive(m_stream_list[i]) == BASS_ACTIVE_PLAYING)
m_channel = (i + 1) % m_channelmax;
else {
m_channel = i;
break;
}
}
QString path = ao_app->get_sfx(p_sfx, p_misc, p_character);
if (path.endsWith(".opus"))
m_stream_list[m_channel] = BASS_OPUS_StreamCreateFile(
FALSE, path.utf16(), 0, 0,
BASS_STREAM_AUTOFREE | BASS_UNICODE | BASS_ASYNCFILE);
else
m_stream_list[m_channel] = BASS_StreamCreateFile(
FALSE, path.utf16(), 0, 0,
BASS_STREAM_AUTOFREE | BASS_UNICODE | BASS_ASYNCFILE);
set_volume_internal(m_volume);
BASS_ChannelSetDevice(m_stream_list[m_channel], BASS_GetDevice());
BASS_ChannelPlay(m_stream_list[m_channel], false);
BASS_ChannelSetSync(m_stream_list[m_channel], BASS_SYNC_DEV_FAIL, 0,
ao_app->BASSreset, 0);
}
void AOSfxPlayer::stop(int channel)
{
if (channel == -1) {
channel = m_channel;
}
BASS_ChannelStop(m_stream_list[channel]);
}
void AOSfxPlayer::set_muted(bool toggle)
{
m_muted = toggle;
// Update the audio volume
set_volume_internal(m_volume);
}
void AOSfxPlayer::set_volume(qreal p_value)
{
m_volume = p_value * 0.01;
set_volume_internal(m_volume);
}
void AOSfxPlayer::set_volume_internal(qreal p_value)
{
// If muted, volume will always be 0
float volume = static_cast<float>(p_value) * !m_muted;
for (int n_stream = 0; n_stream < m_channelmax; ++n_stream) {
BASS_ChannelSetAttribute(m_stream_list[n_stream], BASS_ATTRIB_VOL, volume);
}
}
void AOSfxPlayer::set_looping(bool toggle, int channel)
{
if (channel == -1) {
channel = m_channel;
}
m_looping = toggle;
if (BASS_ChannelFlags(m_stream_list[channel], 0, 0) & BASS_SAMPLE_LOOP) {
if (m_looping == false)
BASS_ChannelFlags(m_stream_list[channel], 0,
BASS_SAMPLE_LOOP); // remove the LOOP flag
}
else {
if (m_looping == true)
BASS_ChannelFlags(m_stream_list[channel], BASS_SAMPLE_LOOP,
BASS_SAMPLE_LOOP); // set the LOOP flag
}
}