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Reply to Re: Dink HD V2.05 release

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April 30th, 02:10 AM
seth.gif
Seth
Peasant He/Him Japan
 
>>I believe it's the calc here which has to send a value to the audio manager between 0.0 and 1.0 from the DirectSound logarithmic values of -10,000

If I apply the new calc directly to the entire game engine it does make some big changes, for example, near the start of Dink, standing on the left of the screen with the Save Machine, here are the sound values of the Save Machine looping noise:

Current RTDink SetVolume: Changing -396.00 to final vol of 0.78
New Calc SetVolume: Changing vol -396.00 to 0.759728

Standing on the far right of the screen:

Current RTDink SetVolume: Changing -1932.00 to final vol of -0.07
New Calc SetVolume: Changing vol -1932.00 to 0.261344

Note that the machine was barely audible on the current version when standing on the right, with the new calc it's much louder. (current at -0.07 yet somehow I can still barely hear it, new: 0.261, much louder)

So I guess original 1999 Dink worked like the new calc? This is a pretty drastic change, just want to make sure it's inline with other Dink engines, etc. Or, I could choose not to modify things for the engine and only apply the new calc to sound_set_vol, but it feels like maybe engine-wide is better if it's so wrong - however, it's going to nerf the distance fading effect of things like pigs/ducks quite a bit.