Improve audibility of sounds
It's solution for missing hit/shot/etc. sounds: 1. decrease priority of ambient sounds to low, in order to hear more non-ambient sounds with priority greater than low; 2. increase amount of sound channels to hear more sounds. Newer sound cards on PC should be able to use more channels than only 32; 3. improve preset sound settings. Remark: after these changes for default value of mapsoundrefresh (10) break in playing ambient sounds, caused by playing sounds with greater priority, isn't practically audible. The break is audible for greater value, for example for mapsoundrefresh=1000.
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@@ -217,20 +217,20 @@ const new_gfx_quality [
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const new_sound_quality [
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if (= $arg1 3) [ // high sound (DEFAULT)
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soundqualityalias = 3
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maxsoundsatonce 10
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maxsoundsatonce (getvarrange default maxsoundsatonce)
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footsteps 1
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bulletairsound 1
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bulletbouncesound 1
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] [
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if (= $arg1 2) [ // medium
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soundqualityalias = 2
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maxsoundsatonce 8
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maxsoundsatonce (div (getvarrange default maxsoundsatonce) 2)
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footsteps 1
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bulletairsound 0
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bulletbouncesound 1
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] [ // low
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soundqualityalias = 1
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maxsoundsatonce 5
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maxsoundsatonce (div (getvarrange default maxsoundsatonce) 4)
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footsteps 0
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bulletairsound 0
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bulletbouncesound 0
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@@ -622,7 +622,7 @@ void audiomanager::updateaudio()
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if(hearable && !loc) // play
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{
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_playsound(sound, entref, SP_HIGH, 0.0f, true);
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_playsound(sound, entref, SP_LOW, 0.0f, true);
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}
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else if(!hearable && loc) // stop
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{
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@@ -803,9 +803,9 @@ COMMANDF(mapsoundreset, "", ()
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flagmapconfigchange();
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});
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VARF(soundchannels, 4, 32, 1024, audiomgr.setchannels(soundchannels); );
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VARF(soundchannels, 4, 128, 1024, audiomgr.setchannels(soundchannels));
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VARFP(soundvol, 0, 128, 255, audiomgr.setlistenervol(soundvol); );
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VARFP(soundvol, 0, 128, 255, audiomgr.setlistenervol(soundvol));
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COMMANDF(registersound, "siii", (char *name, int *vol, int *loop, int *audibleradius)
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{
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