Step sounds for smaller mechs (bad)

This commit is contained in:
Anuken 2025-12-05 20:35:59 -05:00
parent ee8a258447
commit 2aeebb5aea
10 changed files with 35 additions and 7 deletions

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@ -55,13 +55,16 @@ public class SoundPriority{
sound.setMinConcurrentInterrupt(Math.min(0.25f, sound.getLength() * 0.5f));
}
mechStepSmall.setMinConcurrentInterrupt(0.5f);
mechStep.setMinConcurrentInterrupt(0.5f);
walkerStep.setMinConcurrentInterrupt(0.6f);
mechStepHeavy.setMinConcurrentInterrupt(0.6f);
shieldHit.setMaxConcurrent(4);
max(4, mechStep, mechStepHeavy, walkerStep);
max(4, mechStep, mechStepHeavy, walkerStep, walkerStepSmall, walkerStepTiny, mechStepSmall);
//step sounds are low priority
set(-1f, mechStep, mechStepHeavy, walkerStep, walkerStepSmall, walkerStepTiny, mechStepSmall);
}
static void max(int max, Sound... sounds){

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@ -102,6 +102,8 @@ public class UnitTypes{
speed = 0.5f;
hitSize = 8f;
health = 150;
stepSoundVolume = 0.4f;
weapons.add(new Weapon("large-weapon"){{
shootSound = Sounds.shootDagger;
reload = 13f;
@ -159,6 +161,8 @@ public class UnitTypes{
armor = 9f;
mechFrontSway = 0.55f;
ammoType = new ItemAmmoType(Items.graphite);
stepSoundPitch = 0.8f;
stepSoundVolume = 0.65f;
weapons.add(new Weapon("artillery"){{
top = false;
@ -372,6 +376,7 @@ public class UnitTypes{
mineTier = 2;
mineSpeed = 3f;
stepSound = Sounds.mechStepSmall;
abilities.add(new ShieldRegenFieldAbility(20f, 40f, 60f * 5, 60f));
ammoType = new PowerAmmoType(1300);
@ -428,6 +433,8 @@ public class UnitTypes{
mechFrontSway = 0.55f;
ammoType = new PowerAmmoType(1500);
stepSoundPitch = 0.9f;
stepSoundVolume = 0.6f;
speed = 0.5f;
hitSize = 13f;
@ -635,6 +642,8 @@ public class UnitTypes{
mechSideSway = 0.25f;
range = 40f;
ammoType = new ItemAmmoType(Items.coal);
stepSound = Sounds.walkerStepTiny;
stepSoundVolume = 0.4f;
weapons.add(new Weapon(){{
shootOnDeath = true;
@ -672,6 +681,10 @@ public class UnitTypes{
health = 600;
immunities = ObjectSet.with(StatusEffects.burning, StatusEffects.melting);
stepSound = Sounds.walkerStepSmall;
stepSoundPitch = 1f;
stepSoundVolume = 0.3f;
legCount = 4;
legLength = 9f;
legForwardScl = 0.6f;
@ -721,6 +734,10 @@ public class UnitTypes{
shadowElevation = 0.3f;
groundLayer = Layer.legUnit;
stepSound = Sounds.walkerStepSmall;
stepSoundPitch = 0.7f;
stepSoundVolume = 0.35f;
weapons.add(new Weapon("spiroct-weapon"){{
shootY = 4f;
reload = 14f;
@ -788,7 +805,7 @@ public class UnitTypes{
ammoType = new PowerAmmoType(2000);
stepSound = Sounds.walkerStep;
stepSoundVolume = 0.75f;
stepSoundVolume = 0.85f;
stepSoundPitch = 1.1f;
legSplashDamage = 32;
@ -3043,6 +3060,8 @@ public class UnitTypes{
armor = 4f;
legStraightness = 0.3f;
stepShake = 0f;
stepSound = Sounds.walkerStepTiny;
stepSoundVolume = 0.7f;
legCount = 6;
legLength = 8f;
@ -3127,6 +3146,8 @@ public class UnitTypes{
armor = 5f;
stepShake = 0f;
stepSound = Sounds.walkerStepSmall;
legCount = 4;
legLength = 14f;
lockLegBase = true;
@ -3234,6 +3255,9 @@ public class UnitTypes{
fogRadius = 40f;
stepShake = 0f;
stepSound = Sounds.walkerStepSmall;
stepSoundPitch = 0.78f;
legCount = 6;
legLength = 18f;
legGroupSize = 3;
@ -3271,6 +3295,7 @@ public class UnitTypes{
weapons.add(new Weapon("anthicus-weapon"){{
shootSound = Sounds.missileLarge;
shootSoundVolume = 0.8f;
x = 29f / 4f;
y = -11f / 4f;
shootY = 1.5f;

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@ -179,7 +179,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Unitc{
floor.walkSound.at(x, y, 1f, floor.walkSoundVolume);
}else{
Fx.unitLandSmall.at(l.base.x, l.base.y, type.rippleScale, floor.mapColor);
type.stepSound.at(l.base.x, l.base.y, type.stepSoundPitch + Mathf.range(0.1f), type.stepSoundVolume);
type.stepSound.at(l.base.x, l.base.y, type.stepSoundPitch + Mathf.range(type.stepSoundPitchRange), type.stepSoundVolume);
}
//shake when legs contact ground

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@ -379,7 +379,7 @@ public class AIController implements UnitController{
if(arrive){
Tmp.v3.set(-unit.vel.x / unit.type.accel * 2f, -unit.vel.y / unit.type.accel * 2f).add((target.getX() - unit.x), (target.getY() - unit.y));
if(unit.type.omniMovement){
if(unit.type.omniMovement || unit.type.rotateMoveFirst){
vec.add(Tmp.v3).limit(speed * length);
}else{
//directly move the unit to prevent a backwards movement vector from messing things up

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@ -301,11 +301,11 @@ public class UnitType extends UnlockableContent implements Senseable{
/** volume of loop sound */
public float loopSoundVolume = 0.5f;
/** sound played when this mech/insect unit does a step */
public Sound stepSound = Sounds.none;
public Sound stepSound = Sounds.mechStepSmall;
/** volume of step sound */
public float stepSoundVolume = 0.5f;
/** base pitch of step sound */
public float stepSoundPitch = 1f;
public float stepSoundPitch = 1f, stepSoundPitchRange = 0.1f;
/** effect that this unit emits when falling */
public Effect fallEffect = Fx.fallSmoke;
/** effect created at engine when unit falls. */

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@ -88,6 +88,7 @@ public class DesktopLauncher extends ClientLauncher{
case "antialias" -> samples = 16;
case "debug" -> Log.level = LogLevel.debug;
case "maximized" -> maximized = Boolean.parseBoolean(arg[i + 1]);
case "testMobile" -> testMobile = true;
case "gltrace" -> {
Events.on(ClientCreateEvent.class, e -> {
var profiler = new GLProfiler(Core.graphics);
@ -115,7 +116,6 @@ public class DesktopLauncher extends ClientLauncher{
Version.init();
boolean useSteam = Version.modifier.contains("steam");
testMobile = Seq.with(args).contains("-testMobile");
if(useDiscord){
Threads.daemon(() -> {