low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable
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+53
-31
@@ -72,58 +72,74 @@ namespace Subsurface
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return SoundManager.Play(this, volume);
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}
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public int Play(float volume, float range, Vector2 position)
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public int Play(float baseVolume, float range, Vector2 position)
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{
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//position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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//volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(volume * (range - position.Length())/range, 0.0f, 1.0f);
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int newIndex = SoundManager.Play(this, volume);
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Vector2 relativePos = GetRelativePosition(position);
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float volume = GetVolume(relativePos, range, baseVolume);
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if (newIndex == -1) return -1;
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return SoundManager.Play(this, relativePos, volume, volume);
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return UpdatePosition(newIndex, position, range, volume);
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//if (newIndex == -1) return -1;
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//return UpdatePosition(newIndex, position, range, volume);
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}
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public int Play(float volume, float range, Body body)
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{
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Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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//Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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//bodyPosition.Y = -bodyPosition.Y;
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return Play(volume, range, bodyPosition);
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return Play(volume, range, ConvertUnits.ToDisplayUnits(body.Position));
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}
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public static int UpdatePosition(int sourceIndex, Vector2 position, float range, float baseVolume = 1.0f)
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private float GetVolume(Vector2 relativePosition, float range, float baseVolume)
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{
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position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - position.Length())/range, 0.0f, 1.0f);
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float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - relativePosition.Length()) / range, 0.0f, 1.0f);
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if (volume <= 0.0f)
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{
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if (sourceIndex > 0)
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{
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SoundManager.Stop(sourceIndex);
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sourceIndex = -1;
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}
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return sourceIndex;
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}
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SoundManager.UpdateSoundPosition(sourceIndex, position, volume);
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return sourceIndex;
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return volume;
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}
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public int UpdatePosition(int sourceIndex, Body body, float range, float baseVolume = 1.0f)
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private Vector2 GetRelativePosition(Vector2 position)
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{
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Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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bodyPosition.Y = -bodyPosition.Y;
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return UpdatePosition(sourceIndex, bodyPosition, range, baseVolume);
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return new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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}
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//public static int UpdatePosition(int sourceIndex, Vector2 position, float range, float baseVolume = 1.0f)
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//{
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// position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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// float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - position.Length())/range, 0.0f, 1.0f);
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// if (volume <= 0.0f)
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// {
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// if (sourceIndex > 0)
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// {
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// SoundManager.Stop(sourceIndex);
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// sourceIndex = -1;
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// }
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// return sourceIndex;
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// }
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// SoundManager.UpdateSoundPosition(sourceIndex, position, volume, volume);
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// return sourceIndex;
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//}
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//public int UpdatePosition(int sourceIndex, Body body, float range, float baseVolume = 1.0f)
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//{
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// Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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// bodyPosition.Y = -bodyPosition.Y;
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// return UpdatePosition(sourceIndex, bodyPosition, range, baseVolume);
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//}
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public int Loop(int sourceIndex, float volume)
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{
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if (volume == 0.0f)
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if (volume <= 0.0f)
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{
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if (sourceIndex > 0)
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{
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@@ -139,8 +155,12 @@ namespace Subsurface
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return newIndex;
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}
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public int Loop(int sourceIndex, float volume, Vector2 position, float range)
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public int Loop(int sourceIndex, float baseVolume, Vector2 position, float range)
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{
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Vector2 relativePos = GetRelativePosition(position);
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float volume = GetVolume(relativePos, range, baseVolume);
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if (volume <= 0.0f)
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{
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if (sourceIndex > 0)
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@@ -152,9 +172,11 @@ namespace Subsurface
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return sourceIndex;
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}
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int newIndex = SoundManager.Loop(this, sourceIndex, volume);
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return UpdatePosition(newIndex, position, range, volume);
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return SoundManager.Loop(this, sourceIndex, position, volume, volume);
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//return UpdatePosition(newIndex, position, range, volume);
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}
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