summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/test
diff options
context:
space:
mode:
authorAki <please@ignore.pl>2024-03-08 00:09:56 +0100
committerAki <please@ignore.pl>2024-03-08 00:21:55 +0100
commitc45d494472bf0b812c0cf9d57e00ef75e7c155d0 (patch)
tree9b2dedc2f4a659a9ac40d631118d5edd05934d8a /StarsEx/test
parentb995b5de7ee3cccfdf93bc4ed4a56143a6463947 (diff)
downloadstarshatter-c45d494472bf0b812c0cf9d57e00ef75e7c155d0.zip
starshatter-c45d494472bf0b812c0cf9d57e00ef75e7c155d0.tar.gz
starshatter-c45d494472bf0b812c0cf9d57e00ef75e7c155d0.tar.bz2
You can now adjust master volumes in settings
Changes may not take effect until restarting the game. It seems some singletons are initialized when needed, then they are reused for each mission, but have sound volume assigned at awkward times.
Diffstat (limited to 'StarsEx/test')
-rw-r--r--StarsEx/test/AudioConfig.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/StarsEx/test/AudioConfig.cpp b/StarsEx/test/AudioConfig.cpp
index f6a05d4..8de3b68 100644
--- a/StarsEx/test/AudioConfig.cpp
+++ b/StarsEx/test/AudioConfig.cpp
@@ -9,8 +9,18 @@ TEST(StarsEx, AudioConfig)
ASSERT_EQ(&audio, AudioConfig::GetInstance());
audio.SetMenuMusic(100);
ASSERT_EQ(0, AudioConfig::MenuMusic());
- audio.SetMenuMusic(50);
+ audio.SetMasterVolume(50);
ASSERT_EQ(-2500, AudioConfig::MenuMusic());
+ audio.SetMusicVolume(50);
+ ASSERT_EQ(-3750, AudioConfig::MenuMusic());
audio.SetMenuMusic(0);
ASSERT_EQ(-5000, AudioConfig::MenuMusic());
+ audio.SetEfxVolume(100);
+ ASSERT_EQ(-2500, AudioConfig::EfxVolume());
+ audio.SetMasterVolume(100);
+ ASSERT_EQ(0, AudioConfig::EfxVolume());
+ audio.SetWorldVolume(20);
+ ASSERT_EQ(-4000, AudioConfig::EfxVolume());
+ audio.SetEfxVolume(50);
+ ASSERT_EQ(-4500, AudioConfig::EfxVolume());
}