Build 0.20.7.0
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@@ -1,10 +1,8 @@
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using Barotrauma.IO;
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using Concentus.Structs;
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using Microsoft.Xna.Framework;
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using OpenAL;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma.Sounds
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{
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@@ -26,12 +24,12 @@ namespace Barotrauma.Sounds
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}
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}
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private VoipQueue queue;
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private readonly VoipQueue queue;
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private int bufferID = 0;
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private SoundChannel soundChannel;
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private OpusDecoder decoder;
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private readonly OpusDecoder decoder;
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public bool UseRadioFilter;
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public bool UseMuffleFilter;
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@@ -39,11 +37,11 @@ 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 BiQuad[] muffleFilters = new BiQuad[]
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private readonly 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 BiQuad[] radioFilters = new BiQuad[]
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private readonly 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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@@ -101,13 +99,14 @@ namespace Barotrauma.Sounds
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public void ApplyFilters(short[] buffer, int readSamples)
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{
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float finalGain = gain * GameSettings.CurrentConfig.Audio.VoiceChatVolume;
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for (int i = 0; i < readSamples; i++)
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{
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float fVal = ShortToFloat(buffer[i]);
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if (gain * GameSettings.CurrentConfig.Audio.VoiceChatVolume > 1.0f) //TODO: take distance into account?
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if (finalGain > 1.0f) //TODO: take distance into account?
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{
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fVal = Math.Clamp(fVal * gain * GameSettings.CurrentConfig.Audio.VoiceChatVolume, -1f, 1f);
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fVal = Math.Clamp(fVal * finalGain, -1f, 1f);
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}
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if (UseMuffleFilter)
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