}
};
-void S_SetUnderwaterIntensity(void);
// =======================================================================
// Internal sound data & structures
cvar_t snd_spatialization_occlusion = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
-cvar_t snd_waterfx = {CF_CLIENT | CF_ARCHIVE, "snd_waterfx", "1", "underwater sound filter"};
+cvar_t snd_waterfx = {CF_CLIENT | CF_ARCHIVE, "snd_waterfx", "1", "underwater sound filter strength"};
cvar_t _snd_mixahead = {CF_CLIENT | CF_ARCHIVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
cvar_t snd_streaming = {CF_CLIENT | CF_ARCHIVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory"};
cvar_t snd_streaming_length = {CF_CLIENT | CF_ARCHIVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
static struct
{
- float intensity;
- float alpha;
- float accum[SND_LISTENERS];
+ float intensity;
+ float alpha;
+ float accum[SND_LISTENERS];
}
underwater = {0.f, 1.f, {0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f}};
void S_SetUnderwaterIntensity(void)
{
- float host_frametime = cl.realframetime;
- float target = cl.view_underwater ? 1.f : 0.f;
-
- if (snd_waterfx.value < 0.f)
- target *= 0.f;
- else if (snd_waterfx.value > 2.f)
- target *= 2.f;
- else
- target *= snd_waterfx.value;
+ float target = cl.view_underwater ? bound(0.f, snd_waterfx.value, 2.f) : 0.f;
if (underwater.intensity < target)
{
- underwater.intensity += host_frametime * 4.f;
+ underwater.intensity += cl.realframetime * 4.f;
underwater.intensity = min(underwater.intensity, target);
}
else if (underwater.intensity > target)
{
- underwater.intensity -= host_frametime * 4.f;
+ underwater.intensity -= cl.realframetime * 4.f;
underwater.intensity = max(underwater.intensity, target);
}