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Limit properly the sound setting at updateSound runtime step (#5753)
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* Limit properly the sound setting at updateSound runtime step

Fix #5026

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nerzhul committed May 13, 2017
1 parent 9b8ca3a commit 6673aff
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Showing 2 changed files with 11 additions and 4 deletions.
10 changes: 9 additions & 1 deletion src/game.cpp
Expand Up @@ -3444,7 +3444,15 @@ void Game::updateSound(f32 dtime)
v3f(0, 0, 0), // velocity
camera->getDirection(),
camera->getCameraNode()->getUpVector());
sound->setListenerGain(g_settings->getFloat("sound_volume"));

// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
sound->setListenerGain(new_volume);

if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}

LocalPlayer *player = client->getEnv().getLocalPlayer();

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5 changes: 2 additions & 3 deletions src/guiVolumeChange.cpp
Expand Up @@ -69,7 +69,7 @@ void GUIVolumeChange::regenerateGui(v2u32 screensize)
Remove stuff
*/
removeChildren();

/*
Calculate new sizes and positions
*/
Expand All @@ -79,12 +79,11 @@ void GUIVolumeChange::regenerateGui(v2u32 screensize)
screensize.X/2 + 380/2,
screensize.Y/2 + 200/2
);

DesiredRect = rect;
recalculateAbsolutePosition(false);

v2s32 size = rect.getSize();
v2s32 topleft_client(40, 0);
int volume = (int)(g_settings->getFloat("sound_volume")*100);
/*
Add stuff
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