More sound fixes

This commit is contained in:
Anuken 2020-11-08 16:40:32 -05:00
parent 7bb23c3384
commit 28dfe2b1f7
6 changed files with 23 additions and 6 deletions

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@ -18,11 +18,12 @@ public class SoundLoop{
}
public void update(float x, float y, boolean play){
if(baseVolume < 0) return;
if(baseVolume <= 0) return;
if(id < 0){
if(play){
id = sound.loop(sound.calcVolume(x, y) * volume * baseVolume, 1f, sound.calcPan(x, y));
Log.info("playing, id = @", id);
}
}else{
//fade the sound in or out
@ -36,6 +37,7 @@ public class SoundLoop{
return;
}
}
sound.setPan(id, sound.calcPan(x, y), sound.calcVolume(x, y) * volume * baseVolume);
}
}

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@ -432,7 +432,8 @@ public class UnitTypes implements ContentList{
reload = 320f;
recoil = 0f;
shootSound = Sounds.laser;
chargeSound = Sounds.lasercharge2;
shootSound = Sounds.beam;
continuous = true;
cooldownTime = 200f;
@ -1588,7 +1589,7 @@ public class UnitTypes implements ContentList{
inaccuracy = 7f;
ejectEffect = Fx.none;
shake = 3f;
shootSound = Sounds.shootBig;
shootSound = Sounds.missile;
xRand = 8f;
shotDelay = 1f;

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@ -4,6 +4,7 @@ import arc.math.*;
import arc.math.geom.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.audio.*;
import mindustry.entities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.units.*;
@ -117,10 +118,18 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
mount.bullet.rotation(weaponRotation + 90);
mount.bullet.set(shootX, shootY);
vel.add(Tmp.v1.trns(rotation + 180f, mount.bullet.type.recoil));
if(weapon.shootSound != Sounds.none && !headless){
if(mount.sound == null) mount.sound = new SoundLoop(weapon.shootSound, 1f);
mount.sound.update(x, y, true);
}
}
}else{
//heat decreases when not firing
mount.heat = Math.max(mount.heat - Time.delta * reloadMultiplier / mount.weapon.cooldownTime, 0);
if(mount.sound != null){
mount.sound.update(x, y, false);
}
}
//flip weapon shoot side for alternating weapons at half reload
@ -168,7 +177,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
float baseX = this.x, baseY = this.y;
boolean delay = weapon.firstShotDelay + weapon.shotDelay > 0f;
(delay ? weapon.chargeSound : weapon.shootSound).at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
(delay ? weapon.chargeSound : weapon.continuous ? Sounds.none : weapon.shootSound).at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
BulletType ammo = weapon.bullet;
float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(x, y, aimX, aimY) / ammo.range()) : 1f;
@ -195,7 +204,9 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
Effect.shake(weapon.shake, weapon.shake, x, y);
mount.heat = 1f;
weapon.shootSound.at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
if(!weapon.continuous){
weapon.shootSound.at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
}
});
}else{
vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));

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@ -1,6 +1,7 @@
package mindustry.entities.units;
import arc.util.*;
import mindustry.audio.*;
import mindustry.gen.*;
import mindustry.type.*;
@ -25,6 +26,8 @@ public class WeaponMount{
public boolean side;
/** current bullet for continuous weapons */
public @Nullable Bullet bullet;
/** sound loop for continuous weapons */
public @Nullable SoundLoop sound;
public WeaponMount(Weapon weapon){
this.weapon = weapon;

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@ -1,3 +1,3 @@
org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=b99073959675a037f3a722a7ca08d28c21e10038
archash=3919455d82ac008743cf6794593b3379f9758a38