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Audio: Change how volume works
Across the entire audio system, audio now works in 0-1 terms instead of 0-100 as before. Therefore, volume is now a double instead of an int. The master volume of the AudioServer changes smoothly through a FadingProperty, preventing clicks. Finally, volume computations are done with logarithmic scaling, which is more natural for the human ear. Note that this could be 4-5 different commits, but as they change each other's code all the time, it makes no sense to split them up.
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14 changed files with 190 additions and 45 deletions
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@ -28,7 +28,7 @@ public:
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void did_finish_playing_buffer(Badge<BufferQueue>, int buffer_id);
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void did_change_muted_state(Badge<Mixer>, bool muted);
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void did_change_main_mix_volume(Badge<Mixer>, int volume);
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void did_change_main_mix_volume(Badge<Mixer>, double volume);
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virtual void die() override;
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@ -36,7 +36,7 @@ public:
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private:
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virtual Messages::AudioServer::GetMainMixVolumeResponse get_main_mix_volume() override;
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virtual void set_main_mix_volume(i32) override;
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virtual void set_main_mix_volume(double) override;
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virtual Messages::AudioServer::EnqueueBufferResponse enqueue_buffer(Core::AnonymousBuffer const&, i32, int) override;
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virtual Messages::AudioServer::GetRemainingSamplesResponse get_remaining_samples() override;
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virtual Messages::AudioServer::GetPlayedSamplesResponse get_played_samples() override;
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