Add a comment explaining how the -35 dB volume scale was determined

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刘皓 2024-09-02 21:56:18 -04:00
parent 2b944a0b58
commit 9a3cfb7e96
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@ -171,6 +171,28 @@ namespace Source
inline void setVolume(Source::ID id, float value)
{
/*
* RPG Maker uses a -35 decibel scale for volume. 100% volume is -0.35 dB, 99%
* volume is -0.7 dB, 98% volume is -1.05 dB and so on. 0% volume is an
* exception - the scale is hardcoded to be silent at 0% volume.
*
* This was deduced by running an RPG Maker XP game in Wine and attaching
* winedbg to the game, with a breakpoint set in the
* `IDirectSoundBuffer8::SetVolume` function in Wine's implementation of
* dsound.dll. Chances are your Wine installation's dsound.dll will be
* stripped, but you can easily find that function in Ghidra or whatever by
* searching for strings, with the help of the source code of the function as
* a reference:
*
* https://github.com/wine-mirror/wine/blob/1941a915368b8898da21d0dd4157fd68a4f4c9dd/dlls/dsound/buffer.c#L203
*
* Once you have a breakpoint at `IDirectSoundBuffer8::SetVolume`, all you
* need to do is look at the stack in winedbg whenever the breakpoint is hit,
* where the arguments to the function will be. Keep in mind that RPG Maker
* calls `IDirectSoundBuffer8::SetVolume` once per frame per sound source, so
* it'll be much easier for you if you modify your game's scripts to just play
* one BGM sound at a known volume, and no other sounds.
*/
if (value > FLT_EPSILON) {
value = std::pow(10.0f, -(35.0f / 20.0f) * (1.0f - value));
}