Removed FadeBackgroundMusic option (cur. disabled)

* because the fix code doesn't work on all supported systems.
This commit is contained in:
NovaRain
2022-03-21 08:45:38 +08:00
parent e566db91bb
commit a9a5627b83
2 changed files with 7 additions and 10 deletions
+1 -4
View File
@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.33.1
;v3.8.33.2
[Main]
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
@@ -103,9 +103,6 @@ WorldMapTerrainInfo=0
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
NumSoundBuffers=0
;Set to 1 to enable fade effects for background music when stopping and starting the playback
FadeBackgroundMusic=1
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0
+6 -6
View File
@@ -976,7 +976,7 @@ static void __declspec(naked) sfxl_init_hook() {
retn;
}
}
/*
static void __declspec(naked) internalSoundFade_hack() {
__asm {
mov ebp, ds:[FO_VAR_deviceInit];
@@ -1044,14 +1044,14 @@ skip:
retn;
}
}
*/
static const int SampleRate = 44100; // 44.1kHz
static bool fadeBgMusic = false;
//static bool fadeBgMusic = false;
void Sound::OnAfterGameInit() {
*fo::ptr::sampleRate = SampleRate / 2; // Revert to 22kHz for secondary sound buffers
if (fadeBgMusic) fo::var::setInt(FO_VAR_gsound_background_fade) = 1;
//if (fadeBgMusic) fo::var::setInt(FO_VAR_gsound_background_fade) = 1;
}
void Sound::OnGameLoad() {
@@ -1141,7 +1141,7 @@ void Sound::init() {
HookCalls(sfxl_init_hook, sfxlInitAddr);
}
if (IniReader::GetConfigInt("Sound", "FadeBackgroundMusic", 1)) {
/*if (IniReader::GetConfigInt("Sound", "FadeBackgroundMusic", 1)) {
SafeMemSet(0x45020C, CodeType::Nop, 6); // gsound_reset_
SafeWrite32(0x45212C, 250); // delay start
SafeWrite32(0x450ADE, 500); // delay stop
@@ -1153,7 +1153,7 @@ void Sound::init() {
MakeCall(0x4AD991, soundContinue_hack, 1);
fadeBgMusic = true;
}
}*/
}
void Sound::exit() {