Audio channel states visible in debug view + some sound fixes:
- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep) - water flow sounds are only played by one of the hulls a gap is between - flow rate affects the range of the flow sound
This commit is contained in:
@@ -422,7 +422,11 @@ namespace Barotrauma
|
||||
float volume = stairs == null ? impact / 5.0f : impact;
|
||||
volume = Math.Min(impact, 1.0f);
|
||||
|
||||
if (impact > 0.8f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(volume, impact * 100.0f, l.WorldPosition);
|
||||
if (impact > 0.5f && l.HitSound != null && l.soundTimer <= 0.0f)
|
||||
{
|
||||
l.soundTimer = Limb.SoundInterval;
|
||||
l.HitSound.Play(volume, impact * 250.0f, l.WorldPosition);
|
||||
}
|
||||
|
||||
if (impact > l.impactTolerance)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user