Add moving platform sounds
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5526034235
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@ -241,6 +241,7 @@ enum AnimationSoundType {
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AnimationSoundTypeNone,
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AnimationSoundTypeLightRail,
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AnimationSoundTypePiston,
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AnimationSoundTypeArm,
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};
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struct AnimationInfo {
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@ -202,7 +202,7 @@ static void gameProc(void* arg) {
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contactSolverInit(&gContactSolver);
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portalSurfaceCleanupQueueInit();
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savefileLoad();
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levelLoadWithCallbacks(3);
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levelLoadWithCallbacks(MAIN_MENU);
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gCurrentTestSubject = 0;
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cutsceneRunnerReset();
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controllersInit();
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@ -115,7 +115,7 @@ void ballInit(struct Ball* ball, struct Vector3* position, struct Vector3* veloc
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dynamicSceneSetRoomFlags(ball->dynamicId, ROOM_FLAG_FROM_INDEX(startingRoom));
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ball->soundLoopId = soundPlayerPlay(soundsBallLoop, 1.0f, 1.0f, &ball->rigidBody.transform.position, &ball->rigidBody.velocity);
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ball->soundLoopId = soundPlayerPlay(soundsBallLoop, 1.5f, 1.0f, &ball->rigidBody.transform.position, &ball->rigidBody.velocity);
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}
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void ballTurnOnCollision(struct Ball* ball) {
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@ -134,7 +134,11 @@ void ballInitBurn(struct Ball* ball, struct ContactManifold* manifold) {
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vector3Negate(&normal, &normal);
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}
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effectsSplashPlay(&gScene.effects, &gBallBounce, &ball->rigidBody.transform.position, &manifold->normal);
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soundPlayerPlay(soundsBallBounce, 1.0f, 1.0f, &manifold->contacts[0].contactAWorld, &gZeroVec);
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struct Vector3 position = manifold->contacts[0].contactAWorld;
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if (manifold->shapeA->body) {
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transformPoint(&manifold->shapeA->body->transform, &position, &position);
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}
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soundPlayerPlay(soundsBallBounce, 1.5f, 1.0f, &position, &gZeroVec);
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ball->flags |= BallJustBounced;
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}
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@ -18,6 +18,7 @@ struct AnimatedAudioInfo {
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struct AnimatedAudioInfo gAnimatedAudioInfo[] = {
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{.startSoundId = SOUND_ID_NONE, .loopSoundId = SOUND_ID_NONE, .endSoundId = SOUND_ID_NONE},
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{.startSoundId = SOUND_ID_NONE, .loopSoundId = SOUNDS_BEAM_PLATFORM_LOOP1, .endSoundId = SOUND_ID_NONE, .pitch = 0.5f},
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{.startSoundId = SOUNDS_DOORMOVE1, .loopSoundId = SOUND_ID_NONE, .endSoundId = SOUND_ID_NONE, .pitch = 0.4f},
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{.startSoundId = SOUNDS_TANK_TURRET_START1, .loopSoundId = SOUNDS_TANK_TURRET_LOOP1, .endSoundId = SOUNDS_ELEVATOR_STOP1, .pitch = 0.5f},
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};
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