void SetMusicVolume (COUNT Volume) { float f = (Volume / (float)MAX_VOLUME) * musicVolumeScale; musicVolume = Volume; audio_Sourcef (soundSource[MUSIC_SOURCE].handle, audio_GAIN, f); }
void SetChannelVolume (COUNT channel, COUNT volume, BYTE priority) // I wonder what this whole priority business is... // I can probably ignore it. { audio_Sourcef (soundSource[channel].handle, audio_GAIN, (volume / (float)MAX_VOLUME) * sfxVolumeScale); (void)priority; // ignored }