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https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
Fix audio params variation (#4699)
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@@ -423,7 +423,7 @@ public sealed partial class AudioSystem : SharedAudioSystem
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/// <inheritdoc />
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public override (EntityUid Entity, AudioComponent Component)? PlayPredicted(SoundSpecifier? sound, EntityUid source, EntityUid? user, AudioParams? audioParams = null)
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{
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if (Timing.IsFirstTimePredicted || sound == null)
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if (Timing.IsFirstTimePredicted && sound != null)
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return PlayEntity(sound, Filter.Local(), source, false, audioParams);
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return null; // uhh Lets hope predicted audio never needs to somehow store the playing audio....
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@@ -431,7 +431,7 @@ public sealed partial class AudioSystem : SharedAudioSystem
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public override (EntityUid Entity, AudioComponent Component)? PlayPredicted(SoundSpecifier? sound, EntityCoordinates coordinates, EntityUid? user, AudioParams? audioParams = null)
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{
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if (Timing.IsFirstTimePredicted || sound == null)
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if (Timing.IsFirstTimePredicted && sound != null)
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return PlayStatic(sound, Filter.Local(), coordinates, false, audioParams);
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return null;
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@@ -618,8 +618,7 @@ public sealed partial class AudioSystem : SharedAudioSystem
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source.PlaybackPosition = offset;
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// For server we will rely on the adjusted one but locally we will have to adjust it ourselves.
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ApplyAudioParams(audioP, comp);
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comp.Params = audioP;
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ApplyAudioParams(comp.Params, comp);
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source.StartPlaying();
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return (entity, comp);
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}
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@@ -157,7 +157,22 @@ internal abstract class BaseAudioSource : IAudioSource
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}
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/// <inheritdoc />
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public float Pitch { get; set; }
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public float Pitch
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{
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get
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{
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_checkDisposed();
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AL.GetSource(SourceHandle, ALSourcef.Pitch, out var value);
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Master._checkAlError();
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return value;
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}
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set
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{
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_checkDisposed();
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AL.Source(SourceHandle, ALSourcef.Pitch, value);
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Master._checkAlError();
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}
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}
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/// <inheritdoc />
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public float Volume
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@@ -189,7 +204,7 @@ internal abstract class BaseAudioSource : IAudioSource
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{
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AL.GetSource(SourceHandle, ALSourcef.Gain, out var priorGain);
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// Default to 0 to avoid spiking audio, just means it will be muted for a frame in this case.
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priorOcclusion = _gain == 0 ? 0f : priorGain / _gain;
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priorOcclusion = _gain == 0 ? 1f : priorGain / _gain;
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}
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_gain = value;
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@@ -141,6 +141,11 @@ public abstract partial class SharedAudioSystem : EntitySystem
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despawn.Lifetime = (float) length.TotalSeconds + 0.01f;
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}
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if (comp.Params.Variation != null && comp.Params.Variation.Value != 0f)
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{
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comp.Params.Pitch *= (float) RandMan.NextGaussian(1, comp.Params.Variation.Value);
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}
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return comp;
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}
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