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Re-enable music/sounds when volume cvars are changed
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2 changed files with 22 additions and 2 deletions
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@ -318,8 +318,10 @@ consvar_t cv_controlperkey = Player("controlperkey", "One").values({{1, "One"},
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// actual general (maximum) sound & music volume, saved into the config
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// Volume scale is 0-100 in new mixer. 100 is treated as -0dB or 100% gain. No more weirdness to work around SDL_mixer
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// problems
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consvar_t cv_digmusicvolume = Player("musicvolume", "80").min_max(0, 100);
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consvar_t cv_soundvolume = Player("soundvolume", "80").min_max(0, 100);
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void DigMusicVolume_OnChange(void);
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void SoundVolume_OnChange(void);
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consvar_t cv_digmusicvolume = Player("musicvolume", "80").min_max(0, 100).onchange_noinit(DigMusicVolume_OnChange);
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consvar_t cv_soundvolume = Player("soundvolume", "80").min_max(0, 100).onchange_noinit(SoundVolume_OnChange);
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#ifdef HAVE_DISCORDRPC
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void DRPC_UpdatePresence(void);
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@ -2540,3 +2540,21 @@ void PlaySoundIfUnfocused_OnChange(void)
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if (window_notinfocus && !cv_playsoundifunfocused.value)
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S_StopSounds();
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}
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void DigMusicVolume_OnChange(void);
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void DigMusicVolume_OnChange(void)
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{
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if (!cv_gamedigimusic.value)
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{
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CV_SetValue(&cv_gamedigimusic, 1);
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}
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}
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void SoundVolume_OnChange(void);
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void SoundVolume_OnChange(void)
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{
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if (!cv_gamesounds.value)
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{
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CV_SetValue(&cv_gamesounds, 1);
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}
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}
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