Button&door sounds, sound looping bugfixes, positional sound bugfixes + low pass filter on distant sounds, submarine collision improvements, controller trigger bugfix, humans walk/run more slowly in water
This commit is contained in:
@@ -161,14 +161,14 @@ namespace Subsurface
|
||||
startDrone = null;
|
||||
}
|
||||
|
||||
float ambienceVolume = 0.6f;
|
||||
float ambienceVolume = 0.8f;
|
||||
float lowpassHFGain = 1.0f;
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
AnimController animController = Character.Controlled.AnimController;
|
||||
if (animController.HeadInWater)
|
||||
{
|
||||
ambienceVolume = 0.8f;
|
||||
ambienceVolume = 1.0f;
|
||||
ambienceVolume += animController.Limbs[0].LinearVelocity.Length();
|
||||
|
||||
lowpassHFGain = 0.2f;
|
||||
@@ -262,7 +262,7 @@ namespace Subsurface
|
||||
|
||||
public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position)
|
||||
{
|
||||
damage = MathHelper.Clamp(damage, 0.0f, 100.0f);
|
||||
damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
|
||||
var sounds = damageSounds.Where(x => damage >= x.damageRange.X && damage <= x.damageRange.Y && x.damageType == damageType).ToList();
|
||||
if (!sounds.Any()) return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user