Checking issue with sound volume
It seems individual sound volume level is not set...
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aa00d77110
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c001bdb2de
16
src/raudio.c
16
src/raudio.c
@ -457,7 +457,7 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
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float *frameOut = framesOut + (iFrame*device.playback.channels);
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const float *frameIn = framesIn + (iFrame*device.playback.channels);
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frameOut[iChannel] += frameIn[iChannel]*masterVolume*localVolume;
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frameOut[iChannel] += (frameIn[iChannel]*masterVolume*localVolume);
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}
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}
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}
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@ -595,11 +595,11 @@ AudioBuffer *CreateAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 s
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return NULL;
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}
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audioBuffer->volume = 1;
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audioBuffer->pitch = 1;
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audioBuffer->playing = 0;
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audioBuffer->paused = 0;
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audioBuffer->looping = 0;
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audioBuffer->volume = 1.0f;
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audioBuffer->pitch = 1.0f;
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audioBuffer->playing = false;
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audioBuffer->paused = false;
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audioBuffer->looping = false;
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audioBuffer->usage = usage;
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audioBuffer->bufferSizeInFrames = bufferSizeInFrames;
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audioBuffer->frameCursorPos = 0;
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@ -702,7 +702,7 @@ void SetAudioBufferVolume(AudioBuffer *audioBuffer, float volume)
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{
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if (audioBuffer == NULL)
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{
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TraceLog(LOG_ERROR, "SetAudioBufferVolume() : No audio buffer");
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TraceLog(LOG_WARNING, "SetAudioBufferVolume() : No audio buffer");
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return;
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}
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@ -714,7 +714,7 @@ void SetAudioBufferPitch(AudioBuffer *audioBuffer, float pitch)
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{
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if (audioBuffer == NULL)
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{
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TraceLog(LOG_ERROR, "SetAudioBufferPitch() : No audio buffer");
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TraceLog(LOG_WARNING, "SetAudioBufferPitch() : No audio buffer");
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return;
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}
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