Update sounds
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c0344c878a
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@ -3,7 +3,7 @@
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All paks for development vesion
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-------------------------------
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http://yvt.jp/files/programs/osppaks/DevPaks25.zip
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http://yvt.jp/files/programs/osppaks/DevPaks26.zip
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These paks are not included in the source tree because they contains some
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non-opensource materials and they seem too large to include in the git tree.
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@ -284,11 +284,27 @@ namespace spades {
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audioDevice->RegisterSound("Sounds/Player/Wade6.wav");
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audioDevice->RegisterSound("Sounds/Player/Wade7.wav");
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audioDevice->RegisterSound("Sounds/Player/Wade8.wav");
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audioDevice->RegisterSound("Sounds/Player/Run1.wav");
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audioDevice->RegisterSound("Sounds/Player/Run2.wav");
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audioDevice->RegisterSound("Sounds/Player/Run3.wav");
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audioDevice->RegisterSound("Sounds/Player/Run4.wav");
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audioDevice->RegisterSound("Sounds/Player/Run5.wav");
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audioDevice->RegisterSound("Sounds/Player/Run6.wav");
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audioDevice->RegisterSound("Sounds/Player/Run7.wav");
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audioDevice->RegisterSound("Sounds/Player/Run8.wav");
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audioDevice->RegisterSound("Sounds/Player/Run9.wav");
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audioDevice->RegisterSound("Sounds/Player/Run10.wav");
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audioDevice->RegisterSound("Sounds/Player/Run11.wav");
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audioDevice->RegisterSound("Sounds/Player/Run12.wav");
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audioDevice->RegisterSound("Sounds/Player/Jump.wav");
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audioDevice->RegisterSound("Sounds/Player/Land.wav");
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audioDevice->RegisterSound("Sounds/Player/WaterJump.wav");
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audioDevice->RegisterSound("Sounds/Player/WaterLand.wav");
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audioDevice->RegisterSound("Sounds/Weapons/SwitchLocal.wav");
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audioDevice->RegisterSound("Sounds/Weapons/Switch.wav");
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audioDevice->RegisterSound("Sounds/Weapons/Restock.wav");
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audioDevice->RegisterSound("Sounds/Weapons/RestockLocal.wav");
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audioDevice->RegisterSound("Sounds/Weapons/AimDownSightLocal.wav");
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renderer->RegisterImage("Gfx/Ball.png");
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renderer->RegisterModel("Models/Player/Dead.kv6");
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renderer->RegisterImage("Gfx/Spotlight.tga");
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@ -190,8 +190,38 @@ namespace spades {
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toolRaiseState = 0.f;
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currentTool = player->GetTool();
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// TODO: play tool change sound here,
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// instead of Clinet's ToolChange(?)
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// play tool change sound
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if(player->IsLocalPlayer()) {
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auto *audioDevice = client->GetAudioDevice();
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Handle<IAudioChunk> c;
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switch(player->GetTool()) {
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case Player::ToolSpade:
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c = audioDevice->RegisterSound("Sounds/Weapons/Spade/RaiseLocal.wav");
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break;
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case Player::ToolBlock:
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c = audioDevice->RegisterSound("Sounds/Weapons/Block/RaiseLocal.wav");
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break;
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case Player::ToolWeapon:
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switch(player->GetWeapon()->GetWeaponType()){
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case RIFLE_WEAPON:
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c = audioDevice->RegisterSound("Sounds/Weapons/Rifle/RaiseLocal.wav");
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break;
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case SMG_WEAPON:
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c = audioDevice->RegisterSound("Sounds/Weapons/SMG/RaiseLocal.wav");
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break;
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case SHOTGUN_WEAPON:
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c = audioDevice->RegisterSound("Sounds/Weapons/Shotgun/RaiseLocal.wav");
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break;
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}
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break;
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case Player::ToolGrenade:
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/RaiseLocal.wav");
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break;
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}
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audioDevice->PlayLocal(c, MakeVector3(.4f, -.3f, .5f),
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AudioParam());
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}
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}else if(toolRaiseState > 1.f){
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toolRaiseState = 1.f;
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}
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@ -388,6 +388,7 @@ namespace spades {
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}else if(CheckKey(cg_keyAttack, name)){
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weapInput.primary = down;
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}else if(CheckKey(cg_keyAltAttack, name)){
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auto lastVal = weapInput.secondary;
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if(world->GetLocalPlayer()->IsToolWeapon() && (!cg_holdAimDownSight)){
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if(down && !playerInput.sprint && !world->GetLocalPlayer()->GetWeapon()->IsReloading()){
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weapInput.secondary = !weapInput.secondary;
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@ -399,6 +400,14 @@ namespace spades {
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weapInput.secondary = down;
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}
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}
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if(world->GetLocalPlayer()->IsToolWeapon() && weapInput.secondary && !lastVal &&
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world->GetLocalPlayer()->IsReadyToUseTool() &&
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!world->GetLocalPlayer()->GetWeapon()->IsReloading()) {
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AudioParam params;
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params.volume = 0.08f;
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Handle<IAudioChunk> chunk = audioDevice->RegisterSound("Sounds/Weapons/AimDownSightLocal.wav");
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audioDevice->PlayLocal(chunk, MakeVector3(.4f, -.3f, .5f), params);
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}
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}else if(CheckKey(cg_keyReloadWeapon, name) && down){
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Weapon *w = world->GetLocalPlayer()->GetWeapon();
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if(w->GetAmmo() < w->GetClipSize() &&
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@ -575,6 +575,20 @@ namespace spades {
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"Sounds/Player/Footstep7.wav",
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"Sounds/Player/Footstep8.wav"
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};
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const char *rsnds[] = {
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"Sounds/Player/Run1.wav",
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"Sounds/Player/Run2.wav",
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"Sounds/Player/Run3.wav",
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"Sounds/Player/Run4.wav",
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"Sounds/Player/Run5.wav",
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"Sounds/Player/Run6.wav",
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"Sounds/Player/Run7.wav",
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"Sounds/Player/Run8.wav",
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"Sounds/Player/Run9.wav",
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"Sounds/Player/Run10.wav",
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"Sounds/Player/Run11.wav",
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"Sounds/Player/Run12.wav",
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};
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const char *wsnds[] = {
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"Sounds/Player/Wade1.wav",
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"Sounds/Player/Wade2.wav",
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@ -585,11 +599,19 @@ namespace spades {
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"Sounds/Player/Wade7.wav",
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"Sounds/Player/Wade8.wav"
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};
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bool sprinting = clientPlayers[p->GetId()] ? clientPlayers[p->GetId()]->GetSprintState() > 0.5f : false;
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Handle<IAudioChunk> c = p->GetWade() ?
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audioDevice->RegisterSound(wsnds[(rand() >> 8) % 8]):
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audioDevice->RegisterSound(snds[(rand() >> 8) % 8]);
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audioDevice->Play(c, p->GetOrigin(),
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AudioParam());
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if(sprinting) {
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AudioParam param;
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param.volume *= clientPlayers[p->GetId()]->GetSprintState();
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c = audioDevice->RegisterSound(rsnds[(rand() >> 8) % 12]);
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audioDevice->Play(c, p->GetOrigin(),
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param);
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}
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}
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}
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@ -639,31 +661,8 @@ namespace spades {
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bool isLocal = p == world->GetLocalPlayer();
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Handle<IAudioChunk> c;
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if(isLocal){
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switch(p->GetTool()) {
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case Player::ToolSpade:
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c = audioDevice->RegisterSound("Sounds/Weapons/Spade/RaiseLocal.wav");
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break;
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case Player::ToolBlock:
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c = audioDevice->RegisterSound("Sounds/Weapons/Block/RaiseLocal.wav");
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break;
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case Player::ToolWeapon:
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switch(p->GetWeapon()->GetWeaponType()){
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case RIFLE_WEAPON:
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c = audioDevice->RegisterSound("Sounds/Weapons/Rifle/RaiseLocal.wav");
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break;
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case SMG_WEAPON:
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c = audioDevice->RegisterSound("Sounds/Weapons/SMG/RaiseLocal.wav");
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break;
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case SHOTGUN_WEAPON:
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c = audioDevice->RegisterSound("Sounds/Weapons/Shotgun/RaiseLocal.wav");
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break;
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}
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break;
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case Player::ToolGrenade:
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/RaiseLocal.wav");
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break;
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}
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// played by ClientPlayer::Update
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return;
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}else{
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c = audioDevice->RegisterSound("Sounds/Weapons/Switch.wav");
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}
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@ -682,8 +681,8 @@ namespace spades {
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if(!IsMuted()){
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bool isLocal = p == world->GetLocalPlayer();
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Handle<IAudioChunk> c = isLocal ?
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audioDevice->RegisterSound("Sounds/Weapons/SwitchLocal.wav"):
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audioDevice->RegisterSound("Sounds/Weapons/Switch.wav");
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audioDevice->RegisterSound("Sounds/Weapons/RestockLocal.wav"):
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audioDevice->RegisterSound("Sounds/Weapons/Restock.wav");
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if(isLocal)
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audioDevice->PlayLocal(c, MakeVector3(.4f, -.3f, .5f),
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AudioParam());
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@ -935,7 +934,7 @@ namespace spades {
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AudioParam());
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}else{
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Handle<IAudioChunk> c;
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switch(rand()%3){
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switch((rand()>>6)%3){
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case 0:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Flesh1.wav");
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break;
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@ -988,18 +987,22 @@ namespace spades {
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AudioParam param;
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param.volume = 2.f;
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Handle<IAudioChunk> c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Block.wav");
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audioDevice->Play(c, shiftedHitPos,
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param);
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Handle<IAudioChunk> c;
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param.pitch = .9f + GetRandom() * 0.2f;
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switch((rand() >> 6) & 3){
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case 0:
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case 1:
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case 2:
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case 3:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Water1.wav");
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break;
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case 1:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Water2.wav");
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break;
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case 2:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Water3.wav");
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break;
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case 3:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Water4.wav");
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break;
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}
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audioDevice->Play(c, shiftedHitPos,
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param);
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@ -1009,13 +1012,23 @@ namespace spades {
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if(!IsMuted()){
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AudioParam param;
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param.volume = 4.f;
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param.volume = 2.f;
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Handle<IAudioChunk> c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Block.wav");
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Handle<IAudioChunk> c;
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switch((rand() >> 6) & 3) {
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case 0:
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case 1:
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case 2:
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case 3:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Block.wav");
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break;
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}
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audioDevice->Play(c, shiftedHitPos,
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param);
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param.pitch = .9f + GetRandom() * 0.2f;
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param.volume = 2.f;
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switch((rand() >> 6) & 3){
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case 0:
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c = audioDevice->RegisterSound("Sounds/Weapons/Impacts/Ricochet1.wav");
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