v0.8.1: added new movement sound effects

This commit is contained in:
Evan Debenham 2020-05-14 17:04:20 -04:00
parent 9eed2381e3
commit eb33b311ac
9 changed files with 30 additions and 62 deletions

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@ -128,6 +128,10 @@ public class Assets {
public static final String MISS = "sounds/miss.mp3";
public static final String STEP = "sounds/step.mp3";
public static final String WATER = "sounds/water.mp3";
public static final String GRASS = "sounds/grass.mp3";
public static final String TRAMPLE = "sounds/trample.mp3";
public static final String STURDY = "sounds/sturdy.mp3";
public static final String DESCEND = "sounds/descend.mp3";
public static final String EAT = "sounds/eat.mp3";
public static final String READ = "sounds/read.mp3";
@ -163,6 +167,15 @@ public class Assets {
public static final String BEE = "sounds/bee.mp3";
public static final String DEGRADE = "sounds/degrade.mp3";
public static final String MIMIC = "sounds/mimic.mp3";
public static final String[] all = new String[]{
CLICK, BADGE, GOLD,
OPEN, UNLOCK, ITEM, DEWDROP, HIT, MISS, STEP, WATER, GRASS, TRAMPLE, STURDY,
DESCEND, EAT, READ, LULLABY, DRINK, SHATTER, ZAP, LIGHTNING, LEVELUP, DEATH,
CHALLENGE, CURSED, TRAP, EVOKE, TOMB, ALERT, MELD, BOSS, BLAST, PLANT, RAY, BEACON,
TELEPORT, CHARMS, MASTERY, PUFF, ROCKS, BURNING, FALLING, GHOST, SECRET, BONES,
BEE, DEGRADE, MIMIC
};
}
public static class Sprites {

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@ -153,56 +153,7 @@ public class ShatteredPixelDungeon extends Game {
Sample.INSTANCE.enable( SPDSettings.soundFx() );
Sample.INSTANCE.volume( SPDSettings.SFXVol()/10f );
Sample.INSTANCE.load(
Assets.Sounds.CLICK,
Assets.Sounds.BADGE,
Assets.Sounds.GOLD,
Assets.Sounds.STEP,
Assets.Sounds.WATER,
Assets.Sounds.OPEN,
Assets.Sounds.UNLOCK,
Assets.Sounds.ITEM,
Assets.Sounds.DEWDROP,
Assets.Sounds.HIT,
Assets.Sounds.MISS,
Assets.Sounds.DESCEND,
Assets.Sounds.EAT,
Assets.Sounds.READ,
Assets.Sounds.LULLABY,
Assets.Sounds.DRINK,
Assets.Sounds.SHATTER,
Assets.Sounds.ZAP,
Assets.Sounds.LIGHTNING,
Assets.Sounds.LEVELUP,
Assets.Sounds.DEATH,
Assets.Sounds.CHALLENGE,
Assets.Sounds.CURSED,
Assets.Sounds.EVOKE,
Assets.Sounds.TRAP,
Assets.Sounds.TOMB,
Assets.Sounds.ALERT,
Assets.Sounds.MELD,
Assets.Sounds.BOSS,
Assets.Sounds.BLAST,
Assets.Sounds.PLANT,
Assets.Sounds.RAY,
Assets.Sounds.BEACON,
Assets.Sounds.TELEPORT,
Assets.Sounds.CHARMS,
Assets.Sounds.MASTERY,
Assets.Sounds.PUFF,
Assets.Sounds.ROCKS,
Assets.Sounds.BURNING,
Assets.Sounds.FALLING,
Assets.Sounds.GHOST,
Assets.Sounds.SECRET,
Assets.Sounds.BONES,
Assets.Sounds.BEE,
Assets.Sounds.DEGRADE,
Assets.Sounds.MIMIC );
Sample.INSTANCE.load( Assets.Sounds.all );
}

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@ -1562,9 +1562,15 @@ public class Hero extends Char {
if (!flying) {
if (Dungeon.level.water[pos]) {
Sample.INSTANCE.play( Assets.Sounds.WATER, 1, 1, Random.Float( 0.8f, 1.25f ) );
Sample.INSTANCE.play( Assets.Sounds.WATER, 1, Random.Float( 0.8f, 1.25f ) );
} else if (Dungeon.level.map[pos] == Terrain.EMPTY_SP) {
Sample.INSTANCE.play( Assets.Sounds.TRAMPLE, 1, Random.Float( 0.96f, 1.05f ) );
} else if (Dungeon.level.map[pos] == Terrain.GRASS
|| Dungeon.level.map[pos] == Terrain.EMBERS
|| Dungeon.level.map[pos] == Terrain.FURROWED_GRASS){
Sample.INSTANCE.play( Assets.Sounds.GRASS, 1, Random.Float( 0.96f, 1.05f ) );
} else {
Sample.INSTANCE.play( Assets.Sounds.STEP );
Sample.INSTANCE.play( Assets.Sounds.STEP, 1, Random.Float( 0.96f, 1.05f ) );
}
}
}

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@ -65,12 +65,6 @@ public class Ghost extends NPC {
state = WANDERING;
}
public Ghost() {
super();
Sample.INSTANCE.load( Assets.Sounds.GHOST );
}
@Override
protected boolean act() {

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@ -21,6 +21,7 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.features;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
@ -37,6 +38,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.SandalsOfNature;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Random;
public class HighGrass {
@ -57,6 +59,9 @@ public class HighGrass {
freezeTrample = true;
} else {
Level.set(pos, Terrain.GRASS);
if (ch instanceof Hero){
Sample.INSTANCE.play(Assets.Sounds.TRAMPLE, 1, Random.Float( 0.96f, 1.05f ) );
}
}
} else {
@ -66,6 +71,9 @@ public class HighGrass {
} else {
Level.set(pos, Terrain.GRASS);
}
if (ch instanceof Hero){
Sample.INSTANCE.play(Assets.Sounds.TRAMPLE, 1, Random.Float( 0.96f, 1.05f ) );
}
int naturalismLevel = 0;

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@ -230,10 +230,6 @@ public class InterlevelScene extends PixelScene {
break;
}
if ((Dungeon.depth % 5) == 0) {
Sample.INSTANCE.load(Assets.Sounds.BOSS);
}
} catch (Exception e) {
error = e;