v1.6.17.0 (Unto the Breach update)
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@@ -11,7 +11,12 @@ namespace Barotrauma.Sounds
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{
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class SoundManager : IDisposable
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{
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public const int SOURCE_COUNT = 32;
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public const int SourceCount = 32;
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public const string SoundCategoryDefault = "default";
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public const string SoundCategoryUi = "ui";
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public const string SoundCategoryWaterAmbience = "waterambience";
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public const string SoundCategoryMusic = "music";
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public const string SoundCategoryVoip = "voip";
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public bool Disabled
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{
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@@ -204,7 +209,7 @@ namespace Barotrauma.Sounds
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updateChannelsThread = null;
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sourcePools = new SoundSourcePool[2];
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playingChannels[(int)SourcePoolIndex.Default] = new SoundChannel[SOURCE_COUNT];
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playingChannels[(int)SourcePoolIndex.Default] = new SoundChannel[SourceCount];
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playingChannels[(int)SourcePoolIndex.Voice] = new SoundChannel[16];
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string deviceName = GameSettings.CurrentConfig.Audio.AudioOutputDevice;
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@@ -334,7 +339,7 @@ namespace Barotrauma.Sounds
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return false;
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}
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sourcePools[(int)SourcePoolIndex.Default] = new SoundSourcePool(SOURCE_COUNT);
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sourcePools[(int)SourcePoolIndex.Default] = new SoundSourcePool(SourceCount);
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sourcePools[(int)SourcePoolIndex.Voice] = new SoundSourcePool(16);
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ReloadSounds();
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@@ -353,11 +358,19 @@ namespace Barotrauma.Sounds
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throw new System.IO.FileNotFoundException("Sound file \"" + filename + "\" doesn't exist!");
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}
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#if DEBUG
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System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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#endif
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Sound newSound = new OggSound(this, filename, stream, null);
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lock (loadedSounds)
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{
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loadedSounds.Add(newSound);
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}
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#if DEBUG
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sw.Stop();
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System.Diagnostics.Debug.WriteLine($"Loaded sound \"{filename}\" ({sw.ElapsedMilliseconds} ms).");
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#endif
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return newSound;
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}
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@@ -672,10 +685,10 @@ namespace Barotrauma.Sounds
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{
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voipAttenuatedGain = 1.0f;
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}
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SetCategoryGainMultiplier("default", VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier("ui", VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier("waterambience", VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier("music", VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier(SoundCategoryDefault, VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier(SoundCategoryUi, VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier(SoundCategoryWaterAmbience, VoipAttenuatedGain, 1);
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SetCategoryGainMultiplier(SoundCategoryMusic, VoipAttenuatedGain, 1);
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if (GameSettings.CurrentConfig.Audio.DynamicRangeCompressionEnabled)
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{
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@@ -721,11 +734,11 @@ namespace Barotrauma.Sounds
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public void ApplySettings()
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{
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SetCategoryGainMultiplier("default", GameSettings.CurrentConfig.Audio.SoundVolume, 0);
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SetCategoryGainMultiplier("ui", GameSettings.CurrentConfig.Audio.UiVolume, 0);
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SetCategoryGainMultiplier("waterambience", GameSettings.CurrentConfig.Audio.SoundVolume, 0);
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SetCategoryGainMultiplier("music", GameSettings.CurrentConfig.Audio.MusicVolume, 0);
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SetCategoryGainMultiplier("voip", Math.Min(GameSettings.CurrentConfig.Audio.VoiceChatVolume, 1.0f), 0);
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SetCategoryGainMultiplier(SoundCategoryDefault, GameSettings.CurrentConfig.Audio.SoundVolume, 0);
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SetCategoryGainMultiplier(SoundCategoryUi, GameSettings.CurrentConfig.Audio.UiVolume, 0);
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SetCategoryGainMultiplier(SoundCategoryWaterAmbience, GameSettings.CurrentConfig.Audio.SoundVolume, 0);
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SetCategoryGainMultiplier(SoundCategoryMusic, GameSettings.CurrentConfig.Audio.MusicVolume, 0);
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SetCategoryGainMultiplier(SoundCategoryVoip, Math.Min(GameSettings.CurrentConfig.Audio.VoiceChatVolume, 1.0f), 0);
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}
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/// <summary>
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