Fixed bug where audio samples were actually louder instead of softer.
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parent
5935a7fea8
commit
aca3a5af78
@ -73,10 +73,10 @@ func (a *app) Init(ctx ui.Context) error {
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); err != nil {
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log.Printf("failed to load samples; %v\n", err)
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}
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if err := a.context.Audio.LoadSampleVolume(-1, "menu_interaction.mp3"); err != nil {
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if err := a.context.Audio.LoadSampleVolume(-.5, "menu_interaction.mp3"); err != nil {
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log.Printf("failed to load samples; %v\n", err)
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}
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if err := a.context.Audio.LoadSampleVolume(-2,
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if err := a.context.Audio.LoadSampleVolume(-1,
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"monster_jump.mp3",
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"player_move.mp3",
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); err != nil {
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@ -80,11 +80,12 @@ func (p *AudioPlayer) PlaySample(name string) error {
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if err != nil {
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return err
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}
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volume := p.SampleVolume + sample.Volume
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speaker.Play(&effects.Volume{
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Streamer: p.resample(sample.Stream(), sample.SampleRate),
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Base: 2,
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Volume: p.SampleVolume - sample.Volume,
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Silent: p.SampleVolume == minVolume,
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Volume: volume,
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Silent: volume <= minVolume,
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})
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return nil
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}
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@ -107,7 +108,7 @@ func (p *AudioPlayer) PlayMusic(name string, init func(*Music)) (*Music, error)
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Streamer: p.resample(closer, format.SampleRate),
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Base: 2,
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Volume: p.MusicVolume,
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Silent: p.MusicVolume == minVolume,
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Silent: p.MusicVolume <= minVolume,
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},
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}
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if init != nil {
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