Unstable v0.1300.0.0 (February 19th 2021)
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@@ -1,4 +1,5 @@
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using Barotrauma.Networking;
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using Barotrauma.IO;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using OpenAL;
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using System;
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@@ -35,14 +36,15 @@ namespace Barotrauma.Sounds
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public float Near { get; private set; }
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public float Far { get; private set; }
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private static BiQuad[] muffleFilters = new BiQuad[]
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private BiQuad[] muffleFilters = new BiQuad[]
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{
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new LowpassFilter(VoipConfig.FREQUENCY, 800)
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};
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private static BiQuad[] radioFilters = new BiQuad[]
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private BiQuad[] radioFilters = new BiQuad[]
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{
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new BandpassFilter(VoipConfig.FREQUENCY, 2000)
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};
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private const float PostRadioFilterBoost = 1.2f;
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private float gain;
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public float Gain
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@@ -104,7 +106,7 @@ namespace Barotrauma.Sounds
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if (gain * GameMain.Config.VoiceChatVolume > 1.0f) //TODO: take distance into account?
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{
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fVal = Math.Clamp(fVal * gain * GameMain.Config.VoiceChatVolume, -1.0f, 1.0f);
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fVal = Math.Clamp(fVal * gain * GameMain.Config.VoiceChatVolume, -1f, 1f);
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}
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if (UseMuffleFilter)
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@@ -118,7 +120,7 @@ namespace Barotrauma.Sounds
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{
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foreach (var filter in radioFilters)
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{
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fVal = filter.Process(fVal);
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fVal = Math.Clamp(filter.Process(fVal) * PostRadioFilterBoost, -1f, 1f);
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}
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}
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buffer[i] = FloatToShort(fVal);
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@@ -154,7 +156,7 @@ namespace Barotrauma.Sounds
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{
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VoipConfig.Decoder.Decode(compressedBuffer, 0, compressedSize, buffer, 0, VoipConfig.BUFFER_SIZE);
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bufferID++;
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return VoipConfig.BUFFER_SIZE * 2;
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return VoipConfig.BUFFER_SIZE;
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}
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if (bufferID < queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1)) bufferID = queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1);
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}
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