Tweak sound positions
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@@ -879,8 +879,7 @@ tractorBeamAt colID i pos dir = Projectile
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aGasCloud :: Int -> World -> World
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aGasCloud cid w
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= -- soundFrom Flame fireSound 2 500
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insertCloud $ set randGen g $
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= insertCloud $ set randGen g $
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w
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where
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(a,g) = randomR (-0.1,0.1) (_randGen w)
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@@ -896,7 +895,6 @@ aGasCloud cid w
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aFlame :: Float -> Int -> World -> World
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aFlame a cid w
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= shakeCr cid 2
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-- $ soundFrom Flame fireSound 2 500
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$ insertFlame $ resetAngle $ set randGen g $
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w
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where
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@@ -1381,7 +1379,7 @@ moveRemoteShell time i cid itid dir w
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$ set (projectiles . ix i . pjUpdate)
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(moveRemoteShell (time-1) i cid itid newdir)
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$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
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$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
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$ soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) (1) 250
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$ smokeGen
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$ makeFlameletTimed oldPos
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(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
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@@ -43,9 +43,9 @@ withWarmUp t f cid w
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| fState == 0 = set (pointerToItem . wpFire) (withWarmUp 100 f)
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$ set (pointerToItem . wpFireState) 2
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w
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| t > 1 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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| t > 2 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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$ continueSound 26
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$ soundFrom (CrWeaponSound cid) 26 2 0
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w
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| t > 0 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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@@ -54,7 +54,7 @@ withWarmUp t f cid w
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$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . wpFireState) 2
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$ f cid
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$ continueSound 28
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$ soundFrom (CrWeaponSound cid) 28 2 0
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w
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where
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cr = _creatures w IM.! cid
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@@ -64,12 +64,8 @@ withWarmUp t f cid w
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fState = _wpFireState item
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fRate = _wpFireRate item
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reloadCondition = _wpLoadedAmmo item == 0
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continueSound soundID
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| cid == 0 = soundFrom (CrWeaponSound cid) soundID 1 0
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| otherwise = soundFromPos (CrWeaponSound cid) (_crPos cr) soundID 1 0
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withSound :: Int -> (Int -> World -> World) -> Int -> World -> World
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withSound soundid f 0 w = (soundOnce soundid . f 0) w
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withSound soundid f cid w = (soundOncePos soundid p . f cid) w
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where
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p = _crPos (_creatures w IM.! cid)
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@@ -14,7 +14,7 @@ import qualified SDL.Mixer as Mix
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-- }}}
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loadSounds :: IO (IM.IntMap Mix.Chunk)
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loadSounds = do
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Mix.openAudio Mix.defaultAudio 256
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Mix.openAudio Mix.defaultAudio 128
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pFireSound <- Mix.load "./data/sound/tap3.wav"
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click <- Mix.load "./data/sound/click1.wav"
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reloadSound' <- Mix.load "./data/sound/reload1.wav"
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+100
-13
@@ -1,33 +1,89 @@
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module Dodge.SoundLogic where
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{-|
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Module : Dodge.SoundLogic
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Description : Messages to "Sound" backend
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This module allows us to talk to the "Sound" module.
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-}
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module Dodge.SoundLogic (
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-- * Manipulation of individual sounds
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soundOnce
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, soundOncePos
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, soundOnceOrigin
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, soundFromPos
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, soundFrom
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, soundMultiFrom
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, stopSoundFrom
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-- * Manipulation of all sounds
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, haltSound
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, resumeSound
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, pauseSound
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-- * Synonyms for sound identifiers
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, clickSound
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, reloadSound
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, pickUpSound
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, putDownSound
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, fireSound
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, grenadeBang
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, tapQuiet
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, twoStepSound
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, healSound
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, doorSound
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, twoStepSlowSound
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, knifeSound
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, buzzSound
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, hitSound
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, autoGunSound
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, shotgunSound
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, teleSound
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, longGunSound
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, launcherSound
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, smokeTrailSound
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, foot1Sound
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, foot2Sound
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) where
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import Dodge.Data
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import Sound.Data (SoundStatus (..))
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import Geometry.Vector
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import Geometry (dist)
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import Control.Lens
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import qualified Data.Map as M
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import Data.Int (Int16)
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{-| Placeholder...-}
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haltSound :: World -> World
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haltSound w = w
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{-| Placeholder...-}
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pauseSound :: World -> World
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pauseSound w = w
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{-| Placeholder...-}
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resumeSound :: World -> World
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resumeSound w = w
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{-| Add a sound to the queue for playback.
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-}
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soundOnce :: Int -> World -> World
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soundOnce i = over soundQueue ((:) (i,0))
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{-| Play a sound with a given position in the world.
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Uses the angle between the given position and '_cameraViewFrom', taking into account '_cameraRot'.
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-}
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soundOncePos :: Int -> Point2 -> World -> World
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soundOncePos i pos w = over soundQueue ((:) (i,a)) w
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where
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a = round
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. radToDeg
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. normalizeAngle
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. (+ pi)
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$ argV (vNormal (pos -.- _cameraViewFrom w)) - _cameraRot w
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a = soundAngle pos w
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soundOnceOrigin :: Int -> SoundOrigin -> World -> World
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{-| Play a sound once, with a given origin.
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For each origin only one sound will play at a time.
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-}
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soundOnceOrigin
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:: Int -- ^ ID of the sound to be played
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-> SoundOrigin -- ^ The \"creator\" of the sound
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-> World -> World
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soundOnceOrigin sType so = over sounds (M.insertWith (flip const) so sound)
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where
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sound = Sound
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@@ -39,7 +95,13 @@ soundOnceOrigin sType so = over sounds (M.insertWith (flip const) so sound)
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, _soundPos = Nothing
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}
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soundFromPos :: SoundOrigin -> Point2 -> Int -> Int -> Int -> World -> World
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soundFromPos
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:: SoundOrigin -- ^ \"Creator\" of sound
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-> Point2 -- ^ Position of sound
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-> Int -- ^ ID of sound to be played
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-> Int -- ^ Frames to play sound for
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-> Int -- ^ Time sound fades out after playing for the given number of frames (ms)
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-> World -> World
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soundFromPos so pos sType time fadeTime w = over sounds (M.insertWith f so sound) w
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where
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sound = Sound
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@@ -51,13 +113,29 @@ soundFromPos so pos sType time fadeTime w = over sounds (M.insertWith f so sound
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, _soundPos = Just (a,0)
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}
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f _ s = s {_soundTime = Just time, _soundFadeTime = fadeTime}
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a = round
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a = soundAngle pos w
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{-| Calculates the angle of a sound with reference to '_cameraViewFrom'.
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Within 10 units considers the sound to be directly in front.
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-}
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soundAngle :: Point2 -> World -> Int16
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{-# INLINE soundAngle #-}
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soundAngle p w
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| dist p earPos < 10 = 0
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| otherwise = round
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. radToDeg
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. normalizeAngle
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. (+ pi)
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$ argV (vNormal (pos -.- _cameraViewFrom w)) - _cameraRot w
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$ argV (vNormal (p -.- earPos)) - _cameraRot w
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where
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earPos = _cameraViewFrom w
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soundFrom :: SoundOrigin -> Int -> Int -> Int -> World -> World
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soundFrom
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:: SoundOrigin
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-> Int -- ^ Sound ID
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-> Int -- ^ Frames to play
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-> Int -- ^ Fade out time (ms)
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-> World -> World
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soundFrom so sType time fadeTime w = over sounds (M.insertWith f so sound) w
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where
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sound = Sound
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@@ -70,7 +148,15 @@ soundFrom so sType time fadeTime w = over sounds (M.insertWith f so sound) w
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}
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f _ s = s {_soundTime = Just time, _soundFadeTime = fadeTime}
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soundMultiFrom :: [SoundOrigin] -> Int -> Int -> Int -> World -> World
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{-| Uses the first free origin from a list.
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Does nothing if all origins are already creating sounds.
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-}
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soundMultiFrom
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:: [SoundOrigin]
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-> Int -- ^ Sound ID
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-> Int -- ^ Frames to play for
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-> Int -- ^ Fade out time (ms)
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-> World -> World
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soundMultiFrom [] _ _ _ w = w
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soundMultiFrom (so:sos) sType time fadeTime w
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| so `M.member` _sounds w = soundMultiFrom sos sType time fadeTime w
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@@ -85,7 +171,8 @@ soundMultiFrom (so:sos) sType time fadeTime w
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, _soundPos = Nothing
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}
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{- | Sets '_soundTime' to 0.
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-}
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stopSoundFrom :: SoundOrigin -> World -> World
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stopSoundFrom so = over (sounds . ix so . soundTime) (fmap $ min 0)
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