CAO footstep sounds: Reduce gain to balance volume
parent
e2afcf85ce
commit
ee0bfbede1
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@ -862,16 +862,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
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m_step_distance_counter += moved;
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if(m_step_distance_counter > 1.5*BS)
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{
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m_step_distance_counter = 0;
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if(!m_is_local_player && m_prop.makes_footstep_sound)
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{
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if (m_step_distance_counter > 1.5f * BS) {
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m_step_distance_counter = 0.0f;
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if (!m_is_local_player && m_prop.makes_footstep_sound) {
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INodeDefManager *ndef = m_client->ndef();
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v3s16 p = floatToInt(getPosition() + v3f(0,
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(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
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v3s16 p = floatToInt(getPosition() +
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v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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SimpleSoundSpec spec = ndef->get(n).sound_footstep;
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// Reduce footstep gain, as non-local-player footsteps are
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// somehow louder.
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spec.gain *= 0.6f;
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m_client->sound()->playSoundAt(spec, false, getPosition());
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}
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}
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