Make effect volume slider non-linear #8950
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Motivation / Problem
The effect volume slider has barely any effect on perceived volume until down into the low values.
Description
This is because perceived audio loudness is non-linear, but our code treats it as such,
This is approximately documented here: https://www.dr-lex.be/info-stuff/volumecontrols.html
This change introduces x^3 scaling rather than the suggested x^4 or x^5 scaling, as this "feels" fine and whereas the latter curves seem excessive. This is just a game, not professional audio mixing software, after all. It also feels similar to how the music volume slider already works, at least for the soft-synth on Windows.
And additional change to increase the permitted sample range values to avoid clipping is included, but the volume slider change doesn't have any bearing on that.
Limitations
Existing volume adjustment will probably be too quiet now, however the level can easily be adjusted up.
Checklist for review
Some things are not automated, and forgotten often. This list is a reminder for the reviewers.