Changeset - r8588:3f7e68e6b03c
[Not reviewed]
master
0 1 0
smatz - 16 years ago 2008-02-17 20:15:20
smatz@openttd.org
(svn r12169) -Change [FS#1696]: play sounds when there is only small part of tile/vehicle visible too (original idea by Dominik)
It improves the game appearance when playing with very small screen resolution
1 file changed with 11 insertions and 9 deletions:
0 comments (0 inline, 0 general)
src/sound.cpp
Show inline comments
 
@@ -209,7 +209,7 @@ void SndCopyToPool()
 
	}
 
}
 

	
 
static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
 
static void SndPlayScreenCoordFx(SoundFx sound, int left, int right, int top, int bottom)
 
{
 
	Window* const *wz;
 

	
 
@@ -219,13 +219,13 @@ static void SndPlayScreenCoordFx(SoundFx
 
		const ViewPort *vp = (*wz)->viewport;
 

	
 
		if (vp != NULL &&
 
				IsInsideBS(x, vp->virtual_left, vp->virtual_width) &&
 
				IsInsideBS(y, vp->virtual_top, vp->virtual_height)) {
 
			int left = (x - vp->virtual_left);
 
				left < vp->virtual_left + vp->virtual_width && right > vp->virtual_left &&
 
				top < vp->virtual_top + vp->virtual_height && bottom > vp->virtual_top) {
 
			int screen_x = (left + right) / 2 - vp->virtual_left;
 

	
 
			StartSound(
 
				sound,
 
				left / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
 
				screen_x / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
 
				(msf.effect_vol * _vol_factor_by_zoom[vp->zoom - ZOOM_LVL_BEGIN]) / 256
 
			);
 
			return;
 
@@ -238,16 +238,18 @@ void SndPlayTileFx(SoundFx sound, TileIn
 
{
 
	/* emits sound from center of the tile */
 
	int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
 
	int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
 
	int y = TileY(tile) * TILE_SIZE - TILE_SIZE / 2;
 
	Point pt = RemapCoords(x, y, GetSlopeZ(x, y));
 
	SndPlayScreenCoordFx(sound, pt.x, pt.y);
 
	y += 2 * TILE_SIZE;
 
	Point pt2 = RemapCoords(x, y, GetSlopeZ(x, y));
 
	SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y);
 
}
 

	
 
void SndPlayVehicleFx(SoundFx sound, const Vehicle *v)
 
{
 
	SndPlayScreenCoordFx(sound,
 
		(v->left_coord + v->right_coord) / 2,
 
		(v->top_coord + v->bottom_coord) / 2
 
		v->left_coord, v->right_coord,
 
		v->top_coord, v->top_coord
 
	);
 
}
 

	
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