Various new sounds

This commit is contained in:
Anuken 2025-11-15 15:16:28 -05:00
parent 11773a5991
commit cc693f97b6
10 changed files with 11 additions and 4 deletions

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@ -18,7 +18,8 @@ public class SoundPriority{
2f, 2f,
laserbig, laserbig,
beam, beam,
laserbeam laserbeam,
beamPlasma
); );
//priority 1.5: big weapon sounds, not loops //priority 1.5: big weapon sounds, not loops

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@ -388,7 +388,7 @@ public class UnitTypes{
ejectEffect = Fx.none; ejectEffect = Fx.none;
recoil = 2.5f; recoil = 2.5f;
shootSound = Sounds.spark; shootSound = Sounds.shock;
bullet = new LightningBulletType(){{ bullet = new LightningBulletType(){{
lightningColor = hitColor = Pal.heal; lightningColor = hitColor = Pal.heal;
@ -499,7 +499,8 @@ public class UnitTypes{
reload = 155f; reload = 155f;
recoil = 0f; recoil = 0f;
chargeSound = Sounds.lasercharge2; chargeSound = Sounds.lasercharge2;
shootSound = Sounds.beam; shootSound = Sounds.beamPlasma;
initialShootSound = Sounds.beamPlasmaFire;
continuous = true; continuous = true;
cooldownTime = 200f; cooldownTime = 200f;
@ -2249,7 +2250,8 @@ public class UnitTypes{
rotateSpeed = 3.5f; rotateSpeed = 3.5f;
reload = 170f; reload = 170f;
recoil = 1f; recoil = 1f;
shootSound = Sounds.beam; shootSound = Sounds.beamPlasmaSmall;
initialShootSound = Sounds.beamPlasmaFireSmall;
continuous = true; continuous = true;
cooldownTime = reload; cooldownTime = reload;
immunities.add(StatusEffects.burning); immunities.add(StatusEffects.burning);

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@ -130,6 +130,8 @@ public class Weapon implements Cloneable{
public Sound shootSound = Sounds.pew; public Sound shootSound = Sounds.pew;
/** volume of the shoot sound */ /** volume of the shoot sound */
public float shootSoundVolume = 1f; public float shootSoundVolume = 1f;
/** sound used when this weapon first fires; for continuous weapons only */
public Sound initialShootSound = Sounds.none;
/** sound used for weapons that have a delay */ /** sound used for weapons that have a delay */
public Sound chargeSound = Sounds.none; public Sound chargeSound = Sounds.none;
/** sound played when there is nothing to shoot */ /** sound played when there is nothing to shoot */
@ -501,6 +503,8 @@ public class Weapon implements Cloneable{
if(!continuous){ if(!continuous){
shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume); shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
}else{
initialShootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
} }
ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x)); ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));