Refactor sound

This commit is contained in:
2021-09-12 17:52:34 +01:00
parent ea333a363b
commit 51a85bd1ec
97 changed files with 409 additions and 177 deletions
+3 -3
View File
@@ -9,7 +9,7 @@ import Dodge.Creature.Stance.Data
--import Dodge.Creature.Test
--import Dodge.Base
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Dodge.SoundLogic.LoadSound
import Dodge.RandomHelp
import Dodge.WorldEvent
--import Dodge.WallCreatureCollisions
@@ -141,7 +141,7 @@ weaponReloadSounds cr w = case _crInv cr IM.!? _crInvSel cr of
| otherwise -> w
Just Weapon{_wpReloadState = 0} -> w
Just Weapon{_wpReloadState = 1} -> stopSoundFrom (CrReloadSound cid) w
Just Weapon{} -> soundFrom (CrReloadSound cid) (_crPos cr) reloadSound (Just 1) w
Just Weapon{} -> soundFrom (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
_ -> w
where
cid = _crID cr
@@ -223,7 +223,7 @@ updateExpBarrel cr w
applyFuseDamage cr' = cr' & crHP %~
subtract (length . _piercedPoints . _crSpState $ _crState cr')
hiss | null poss = id
| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] (_crPos cr) 41 (Just 1)
| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] (_crPos cr) foamSprayLoopS (Just 1)
stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
damToExpBarrel :: [DamageType] -> Creature -> Creature