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Double the volume for mission audio in OAL + small fix
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@ -1542,10 +1542,11 @@ cSampleManager::SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume)
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nChannelVolume[nChannel] = vol;
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nChannelVolume[nChannel] = vol;
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if ( MusicManager.GetMusicMode() == MUSICMODE_CUTSCENE
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if (MusicManager.GetMusicMode() == MUSICMODE_CUTSCENE ) {
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&& MusicManager.GetCurrentTrack() != STREAMED_SOUND_CUTSCENE_FINALE )
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if (MusicManager.GetCurrentTrack() == STREAMED_SOUND_CUTSCENE_FINALE)
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{
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nChannelVolume[nChannel] = 0;
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nChannelVolume[nChannel] = vol / 4;
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else
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nChannelVolume[nChannel] >>= 2;
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}
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}
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// no idea, does this one looks like a bug or it's SetChannelVolume ?
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// no idea, does this one looks like a bug or it's SetChannelVolume ?
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@ -1936,7 +1937,7 @@ cSampleManager::SetStreamedVolumeAndPan(uint8 nVolume, uint8 nPan, uint8 nEffect
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{
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{
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if ( nEffectFlag ) {
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if ( nEffectFlag ) {
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if ( nStream == 1 || nStream == 2 )
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if ( nStream == 1 || nStream == 2 )
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stream->SetVolume(128*nVolume*m_nEffectsVolume >> 14);
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stream->SetVolume(2*128*nVolume*m_nEffectsVolume >> 14); // double the volume for now as it plays too quiet
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else
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else
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stream->SetVolume(m_nEffectsFadeVolume*nVolume*m_nEffectsVolume >> 14);
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stream->SetVolume(m_nEffectsFadeVolume*nVolume*m_nEffectsVolume >> 14);
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}
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}
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