- replaced MIN/MAX in common code.
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07a181090b
commit
eb69bbcae0
63 changed files with 200 additions and 236 deletions
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@ -579,7 +579,7 @@ OpenALSoundRenderer::OpenALSoundRenderer()
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// Make sure one source is capable of stereo output with the rest doing
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// mono, without running out of voices
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attribs.Push(ALC_MONO_SOURCES);
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attribs.Push(std::max<ALCint>(snd_channels, 2) - 1);
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attribs.Push(max<ALCint>(snd_channels, 2) - 1);
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attribs.Push(ALC_STEREO_SOURCES);
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attribs.Push(1);
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if(ALC.SOFT_HRTF)
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@ -681,7 +681,7 @@ OpenALSoundRenderer::OpenALSoundRenderer()
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// At least Apple's OpenAL implementation returns zeroes,
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// although it can generate reasonable number of sources.
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const int numChannels = std::max<int>(snd_channels, 2);
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const int numChannels = max<int>(snd_channels, 2);
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int numSources = numMono + numStereo;
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if (0 == numSources)
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@ -689,7 +689,7 @@ OpenALSoundRenderer::OpenALSoundRenderer()
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numSources = numChannels;
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}
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Sources.Resize(std::min<int>(numChannels, numSources));
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Sources.Resize(min<int>(numChannels, numSources));
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for(unsigned i = 0;i < Sources.Size();i++)
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{
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alGenSources(1, &Sources[i]);
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@ -1346,7 +1346,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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float gain = GetRolloff(rolloff, dist * distscale);
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// Don't let the ref distance go to 0, or else distance attenuation is
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// lost with the inverse distance model.
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alSourcef(source, AL_REFERENCE_DISTANCE, std::max<float>(gain*dist, 0.0004f));
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alSourcef(source, AL_REFERENCE_DISTANCE, max<float>(gain*dist, 0.0004f));
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alSourcef(source, AL_MAX_DISTANCE, std::numeric_limits<float>::max());
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alSourcef(source, AL_ROLLOFF_FACTOR, 1.f);
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}
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@ -1466,9 +1466,9 @@ void OpenALSoundRenderer::ChannelPitch(FISoundChannel *chan, float pitch)
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ALuint source = GET_PTRID(chan->SysChannel);
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if (WasInWater && !(chan->ChanFlags & CHANF_UI))
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alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f)*PITCH_MULT);
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alSourcef(source, AL_PITCH, max(pitch, 0.0001f)*PITCH_MULT);
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else
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alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f));
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alSourcef(source, AL_PITCH, max(pitch, 0.0001f));
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}
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void OpenALSoundRenderer::StopChannel(FISoundChannel *chan)
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@ -1622,7 +1622,7 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
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{
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float dist = sqrtf(dist_sqr);
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float gain = GetRolloff(&chan->Rolloff, dist * chan->DistanceScale);
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alSourcef(source, AL_REFERENCE_DISTANCE, std::max<float>(gain*dist, 0.0004f));
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alSourcef(source, AL_REFERENCE_DISTANCE, max<float>(gain*dist, 0.0004f));
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}
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alSourcei(source, AL_SOURCE_RELATIVE, AL_FALSE);
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@ -407,7 +407,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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sfx = &S_sfx[sound_id];
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// Scale volume according to SNDINFO data.
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volume = std::min(volume * sfx->Volume, 1.f);
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volume = min(volume * sfx->Volume, 1.f);
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if (volume <= 0)
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return NULL;
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@ -847,7 +847,7 @@ bool SoundEngine::CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_
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CalcPosVel(chan, &chanorigin, NULL);
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// scale the limit distance with the attenuation. An attenuation of 0 means the limit distance is infinite and all sounds within the level are inside the limit.
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float attn = std::min(chan->DistanceScale, attenuation);
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float attn = min(chan->DistanceScale, attenuation);
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if (attn <= 0 || (chanorigin - pos).LengthSquared() <= limit_range / attn)
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{
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count++;
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@ -1074,8 +1074,8 @@ void SoundEngine::ChangeSoundPitch(int sourcetype, const void *source, int chann
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void SoundEngine::SetPitch(FSoundChan *chan, float pitch)
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{
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assert(chan != nullptr);
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GSnd->ChannelPitch(chan, std::max(0.0001f, pitch));
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chan->Pitch = std::max(1, int(float(DEFAULT_PITCH) * pitch));
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GSnd->ChannelPitch(chan, max(0.0001f, pitch));
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chan->Pitch = max(1, int(float(DEFAULT_PITCH) * pitch));
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}
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//==========================================================================
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