- [NEW] Músiques definitives

- [FIX] Si ja està sonant el só de push, que no sonen més. Sinó s'acumulen i atronen
This commit is contained in:
2024-10-04 08:10:58 +02:00
parent 3919281080
commit c3d1b672c2
4 changed files with 10 additions and 4 deletions

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data/mus_ingame.ogg Normal file

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@@ -32,6 +32,7 @@ namespace actor
bool floating_editing = false; bool floating_editing = false;
int walk_channel = -1; int walk_channel = -1;
bool push_sound_already_playing = false;
void resetTag() void resetTag()
{ {
@@ -819,7 +820,7 @@ namespace actor
(hero::getSkills() & SKILL_SHOES) && (act->pos.y + act->size.y) <= max.y && act->pos.y >= min.y && (act->pos.x + act->size.x) <= max.x && act->pos.x >= min.x && act->react_mask == 0 && ((act->pos.z == 0 && room::getFloor() != 11) || (act->below || future_below))) (hero::getSkills() & SKILL_SHOES) && (act->pos.y + act->size.y) <= max.y && act->pos.y >= min.y && (act->pos.x + act->size.x) <= max.x && act->pos.x >= min.x && act->react_mask == 0 && ((act->pos.z == 0 && room::getFloor() != 11) || (act->below || future_below)))
{ {
audio::pauseChannel(walk_channel); audio::pauseChannel(walk_channel);
audio::playSound("snd_jump.wav", SOUND_ALL); audio::playSound("snd_jump.wav", SOUND_BASIC);
// [RZC 01/10/2024] Hack per a que al aterrar sobre els que desapareixen puga botar sobre ells, i a més ells desapareguen // [RZC 01/10/2024] Hack per a que al aterrar sobre els que desapareixen puga botar sobre ells, i a més ells desapareguen
if (!act->below && future_below && future_below->flags & FLAG_DISAPPEAR) if (!act->below && future_below && future_below->flags & FLAG_DISAPPEAR)
actor::push(act, future_below, PUSH_ZN); actor::push(act, future_below, PUSH_ZN);
@@ -868,7 +869,7 @@ namespace actor
if (moving) if (moving)
{ {
act->flags |= FLAG_ANIMATED; act->flags |= FLAG_ANIMATED;
if (act->react_mask==0 && ( (act->below) || (act->pos.z==0) )) audio::resumeChannel(walk_channel); if ((config::getSoundMode()==SOUND_ALL) && act->react_mask==0 && ( (act->below) || (act->pos.z==0) )) audio::resumeChannel(walk_channel);
} }
else else
{ {
@@ -886,7 +887,11 @@ namespace actor
void changeMoving(actor_t *act) void changeMoving(actor_t *act)
{ {
audio::playSound("snd_push.wav", SOUND_BASIC); if (!push_sound_already_playing)
{
audio::playSound("snd_push.wav", SOUND_BASIC);
push_sound_already_playing = true;
}
switch (act->movement) switch (act->movement)
{ {
case MOV_X: case MOV_X:
@@ -1349,6 +1354,7 @@ namespace actor
if (act == first) if (act == first)
{ {
push_sound_already_playing = false;
brilli_brilli = (brilli_brilli + 1) & 0x7; brilli_brilli = (brilli_brilli + 1) & 0x7;
} }

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@@ -42,7 +42,7 @@ namespace modules
} }
fclose(f); fclose(f);
} else { } else {
audio::playMusic("ingame.ogg"); audio::playMusic("mus_ingame.ogg");
} }
actor::hero::init(); actor::hero::init();