SHA256
Adjust Hitsound Volume
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1 file changed
+5
-4
@@ -87,7 +87,7 @@ namespace ADOFAIRenderer.Util.Audio
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// Target Audio Settings
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private readonly int _targetChannels;
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private readonly int _targetSampleRate;
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private const float MasterVolume = 1f;
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private const float ClipVolume = 1f;
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// Audio Filter Settings
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private readonly LinkedList<IAudioFilter> _filters = new();
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@@ -272,7 +272,7 @@ namespace ADOFAIRenderer.Util.Audio
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if (idxHigh >= totalSamples) idxHigh = totalSamples - 1;
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if (idxLow >= totalSamples) idxLow = totalSamples - 1;
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for (int c = 0; c < _targetChannels; c++)
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for (var c = 0; c < _targetChannels; c++)
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{
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float valLow = _bgmSamples[idxLow * _targetChannels + c];
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float valHigh = _bgmSamples[idxHigh * _targetChannels + c];
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@@ -334,11 +334,12 @@ namespace ADOFAIRenderer.Util.Audio
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if (idxHigh >= totalSamples) idxHigh = totalSamples - 1;
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if (idxLow >= totalSamples) idxLow = totalSamples - 1;
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for (int c = 0; c < _targetChannels; c++)
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for (var c = 0; c < _targetChannels; c++)
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{
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float valLow = clipData.Samples[idxLow * _targetChannels + c];
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float valHigh = clipData.Samples[idxHigh * _targetChannels + c];
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mixedBuffer[s * _targetChannels + c] += (valLow + t * (valHigh - valLow)) * ev.Volume * MasterVolume;
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mixedBuffer[s * _targetChannels + c] += (valLow + t * (valHigh - valLow)) * ev.Volume
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* ClipVolume * 2 / 3;
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}
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}
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