v0.8.1: adjusted volume sliders to use an exponential scale
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806e829000
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@ -201,7 +201,7 @@ public class SPDSettings extends GameSettings {
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}
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}
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public static void musicVol( int value ){
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public static void musicVol( int value ){
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Music.INSTANCE.volume(value/10f);
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Music.INSTANCE.volume(value*value/100f);
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put( KEY_MUSIC_VOL, value );
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put( KEY_MUSIC_VOL, value );
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}
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}
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@ -219,7 +219,7 @@ public class SPDSettings extends GameSettings {
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}
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}
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public static void SFXVol( int value ) {
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public static void SFXVol( int value ) {
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Sample.INSTANCE.volume(value/10f);
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Sample.INSTANCE.volume(value*value/100f);
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put( KEY_SFX_VOL, value );
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put( KEY_SFX_VOL, value );
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}
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}
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@ -149,9 +149,9 @@ public class ShatteredPixelDungeon extends Game {
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SPDAction.loadBindings();
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SPDAction.loadBindings();
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Music.INSTANCE.enable( SPDSettings.music() );
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Music.INSTANCE.enable( SPDSettings.music() );
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Music.INSTANCE.volume( SPDSettings.musicVol()/10f );
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Music.INSTANCE.volume( SPDSettings.musicVol()*SPDSettings.musicVol()/100f );
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Sample.INSTANCE.enable( SPDSettings.soundFx() );
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Sample.INSTANCE.enable( SPDSettings.soundFx() );
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Sample.INSTANCE.volume( SPDSettings.SFXVol()/10f );
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Sample.INSTANCE.volume( SPDSettings.SFXVol()*SPDSettings.SFXVol()/100f );
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Sample.INSTANCE.load( Assets.Sounds.all );
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Sample.INSTANCE.load( Assets.Sounds.all );
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@ -36,6 +36,7 @@ import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.Random;
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//TODO seeing as a fair bit of this is platform-dependant, might be better to have a per-platform wndsettings
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//TODO seeing as a fair bit of this is platform-dependant, might be better to have a per-platform wndsettings
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public class WndSettings extends WndTabbed {
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public class WndSettings extends WndTabbed {
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@ -351,6 +352,7 @@ public class WndSettings extends WndTabbed {
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@Override
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@Override
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protected void onChange() {
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protected void onChange() {
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SPDSettings.SFXVol(getSelectedValue());
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SPDSettings.SFXVol(getSelectedValue());
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Sample.INSTANCE.play(Random.element(Assets.Sounds.all));
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}
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}
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};
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};
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SFXVol.setSelectedValue(SPDSettings.SFXVol());
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SFXVol.setSelectedValue(SPDSettings.SFXVol());
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