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(svn r12169) -Change [FS#1696]: play sounds when there is only small part of tile/vehicle visible too (original idea by Dominik)
It improves the game appearance when playing with very small screen resolution
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@ -209,7 +209,7 @@ void SndCopyToPool()
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}
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}
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static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
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static void SndPlayScreenCoordFx(SoundFx sound, int left, int right, int top, int bottom)
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{
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Window* const *wz;
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@ -219,13 +219,13 @@ static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
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const ViewPort *vp = (*wz)->viewport;
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if (vp != NULL &&
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IsInsideBS(x, vp->virtual_left, vp->virtual_width) &&
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IsInsideBS(y, vp->virtual_top, vp->virtual_height)) {
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int left = (x - vp->virtual_left);
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left < vp->virtual_left + vp->virtual_width && right > vp->virtual_left &&
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top < vp->virtual_top + vp->virtual_height && bottom > vp->virtual_top) {
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int screen_x = (left + right) / 2 - vp->virtual_left;
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StartSound(
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sound,
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left / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
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screen_x / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
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(msf.effect_vol * _vol_factor_by_zoom[vp->zoom - ZOOM_LVL_BEGIN]) / 256
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);
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return;
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@ -238,16 +238,18 @@ void SndPlayTileFx(SoundFx sound, TileIndex tile)
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{
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/* emits sound from center of the tile */
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int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
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int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
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int y = TileY(tile) * TILE_SIZE - TILE_SIZE / 2;
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Point pt = RemapCoords(x, y, GetSlopeZ(x, y));
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SndPlayScreenCoordFx(sound, pt.x, pt.y);
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y += 2 * TILE_SIZE;
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Point pt2 = RemapCoords(x, y, GetSlopeZ(x, y));
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SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y);
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}
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void SndPlayVehicleFx(SoundFx sound, const Vehicle *v)
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{
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SndPlayScreenCoordFx(sound,
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(v->left_coord + v->right_coord) / 2,
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(v->top_coord + v->bottom_coord) / 2
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v->left_coord, v->right_coord,
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v->top_coord, v->top_coord
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);
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}
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