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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-24 15:59:13 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-24 15:59:13 +0700
commit3f12f26560fc04a5a9ccc2964e900f79a61e510c (patch)
tree3ae078546287ccad3f03499b5043f49c59c7b962 /src/GameInitDispose.cpp
parent0ce03e65978dd1e0d4fdf590fc4eadd639d1a57d (diff)
downloadblackshades-3f12f26560fc04a5a9ccc2964e900f79a61e510c.tar.gz
Replace a few sound effects
Diffstat (limited to 'src/GameInitDispose.cpp')
-rw-r--r--src/GameInitDispose.cpp177
1 files changed, 22 insertions, 155 deletions
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index ed767fd..8dadb84 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -109,6 +109,17 @@ Game* makeGame(Config config)
void LoadSounds(bool musictoggle)
{
+ gSampleSet[clicksound] = loadSound("gun/empty-clip.wav");
+ gSampleSet[pistol1sound] = loadSound("gun/fire/9-mm-pistol.wav");
+ gSampleSet[shotgunsound] = loadSound("gun/fire/20-gauge-shotgun.wav");
+ gSampleSet[pistol2sound] = loadSound("gun/fire/22-magnum-pistol.wav");
+ gSampleSet[machinegunsound] = loadSound("gun/fire/ar-15-pistol.wav");
+ gSampleSet[riflesound] = loadSound("gun/fire/ar-15-rifle.wav");
+ gSampleSet[bodylandsound] = loadSound("impact/body-fall.wav");
+ gSampleSet[bodyhitsound] = loadSound("impact/body-hit.wav");
+ gSampleSet[knifeslashsound] = loadSound("impact/knife-stab.wav");
+ gSampleSet[wallhitsound] = loadSound("impact/wall-hit.ogg");
+
gSampleSet[visionsound] = loadSound("underwater.ogg");
gSampleSet[soulinsound] = loadSound("soul-in.ogg");
gSampleSet[souloutsound] = loadSound("soul-out.ogg");
@@ -117,20 +128,11 @@ void LoadSounds(bool musictoggle)
gSampleSet[footstepsound + 2] = loadSound("footstep3.ogg");
gSampleSet[footstepsound + 3] = loadSound("footstep4.ogg");
gSampleSet[footstepsound + 4] = loadSound("footstep5.ogg");
- gSampleSet[bodylandsound] = loadSound("bodyland.ogg");
gSampleSet[headlandsound] = loadSound("headland.ogg");
- gSampleSet[riflesound] = loadSound("sniperrifle.ogg");
- gSampleSet[machinegunsound] = loadSound("machinegun.ogg");
- gSampleSet[bodyhitsound] = loadSound("BodyHit.ogg");
- gSampleSet[wallhitsound] = loadSound("WallHit.ogg");
- gSampleSet[machinegunsound] = loadSound("machinegun.ogg");
gSampleSet[nearbulletsound] = loadSound("Nearbullet.ogg");
gSampleSet[headwhacksound] = loadSound("riflewhack.ogg");
gSampleSet[headshotsound] = loadSound("headshot.ogg");
gSampleSet[reloadsound] = loadSound("reload.ogg");
- gSampleSet[clicksound] = loadSound("click.ogg");
- gSampleSet[pistol1sound] = loadSound("SW.ogg");
- gSampleSet[pistol2sound] = loadSound("glock.ogg");
gSampleSet[pinpullsound] = loadSound("pinpull.ogg");
gSampleSet[pinreplacesound] = loadSound("pinreplace.ogg");
gSampleSet[grenadethrowsound] = loadSound("handlerelease.ogg");
@@ -141,8 +143,6 @@ void LoadSounds(bool musictoggle)
gSampleSet[rainsound] = loadSound("rain.ogg");
gSampleSet[losesound] = loadSound("Lose.ogg");
gSampleSet[disguisekillsound] = loadSound("disguise-kill.ogg");
- gSampleSet[knifeslashsound] = loadSound("knifeslash.ogg");
- gSampleSet[shotgunsound] = loadSound("shotgun.ogg");
if (musictoggle) {
gSampleSet[mainmenusong] = loadSound("mainmenusong.ogg");
gSampleSet[shootsong] = loadSound("shootsong.ogg");
@@ -184,120 +184,29 @@ void LoadSounds(bool musictoggle)
alSourcei(gSourceID[disguisekillsound], AL_BUFFER, gSampleSet[disguisekillsound]);
alSourcei(gSourceID[knifeslashsound], AL_BUFFER, gSampleSet[knifeslashsound]);
alSourcei(gSourceID[shotgunsound], AL_BUFFER, gSampleSet[shotgunsound]);
-
if (musictoggle) {
alGenSources(4, gSourceID + 33);
alSourcei(gSourceID[mainmenusong], AL_BUFFER, gSampleSet[mainmenusong]);
alSourcei(gSourceID[shootsong], AL_BUFFER, gSampleSet[shootsong]);
alSourcei(gSourceID[zombiesong], AL_BUFFER, gSampleSet[zombiesong]);
alSourcei(gSourceID[knifesong], AL_BUFFER, gSampleSet[knifesong]);
+
+ alSourcei(gSourceID[knifesong], AL_LOOPING, 1);
+ alSourcei(gSourceID[mainmenusong], AL_LOOPING, 1);
+ alSourcei(gSourceID[zombiesong], AL_LOOPING, 1);
+ alSourcei(gSourceID[shootsong], AL_LOOPING, 1);
}
alListenerfv(AL_POSITION, {});
alSourcefv(gSourceID[visionsound], AL_POSITION, {});
- alSourcei(gSourceID[visionsound], AL_LOOPING, 1);
- alSourcef(gSourceID[visionsound], AL_MIN_GAIN, 1);
alSourcefv(gSourceID[soulinsound], AL_POSITION, {});
- alSourcei(gSourceID[soulinsound], AL_LOOPING, 0);
- alSourcef(gSourceID[soulinsound], AL_MIN_GAIN, 1);
alSourcefv(gSourceID[souloutsound], AL_POSITION, {});
- alSourcei(gSourceID[souloutsound], AL_LOOPING, 0);
- alSourcef(gSourceID[souloutsound], AL_MIN_GAIN, 1);
-
- for(int i=0;i<5;i++){
- alSourcefv(gSourceID[footstepsound+i], AL_POSITION, {});
- alSourcei(gSourceID[footstepsound+i], AL_LOOPING, 0);
- alSourcef(gSourceID[footstepsound+i], AL_MIN_GAIN, 0);
+ if (musictoggle) {
+ alSourcefv(gSourceID[knifesong], AL_POSITION, {});
+ alSourcefv(gSourceID[mainmenusong], AL_POSITION, {});
+ alSourcefv(gSourceID[zombiesong], AL_POSITION, {});
+ alSourcefv(gSourceID[shootsong], AL_POSITION, {});
}
-
- alSourcefv(gSourceID[bodylandsound], AL_POSITION, {});
- alSourcei(gSourceID[bodylandsound], AL_LOOPING, 0);
- alSourcef(gSourceID[bodylandsound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[headlandsound], AL_POSITION, {});
- alSourcei(gSourceID[headlandsound], AL_LOOPING, 0);
- alSourcef(gSourceID[headlandsound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[riflesound], AL_POSITION, {});
- alSourcei(gSourceID[riflesound], AL_LOOPING, 0);
- alSourcef(gSourceID[riflesound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[bodyhitsound], AL_POSITION, {});
- alSourcei(gSourceID[bodyhitsound], AL_LOOPING, 0);
- alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, 0.1f);
- alSourcefv(gSourceID[wallhitsound], AL_POSITION, {});
- alSourcei(gSourceID[wallhitsound], AL_LOOPING, 0);
- alSourcef(gSourceID[wallhitsound], AL_MIN_GAIN, 0);
- alSourcef(gSourceID[wallhitsound], AL_MAX_GAIN, 0.6f);
- alSourcefv(gSourceID[machinegunsound], AL_POSITION, {});
- alSourcei(gSourceID[machinegunsound], AL_LOOPING, 0);
- alSourcef(gSourceID[machinegunsound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[nearbulletsound], AL_POSITION, {});
- alSourcei(gSourceID[nearbulletsound], AL_LOOPING, 0);
- alSourcef(gSourceID[nearbulletsound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[headwhacksound], AL_POSITION, {});
- alSourcei(gSourceID[headwhacksound], AL_LOOPING, 0);
- alSourcef(gSourceID[headwhacksound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[headshotsound], AL_POSITION, {});
- alSourcei(gSourceID[headshotsound], AL_LOOPING, 0);
- alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[reloadsound], AL_POSITION, {});
- alSourcei(gSourceID[reloadsound], AL_LOOPING, 0);
- alSourcef(gSourceID[reloadsound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[clicksound], AL_POSITION, {});
- alSourcei(gSourceID[clicksound], AL_LOOPING, 0);
- alSourcef(gSourceID[clicksound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[pistol1sound], AL_POSITION, {});
- alSourcei(gSourceID[pistol1sound], AL_LOOPING, 0);
- alSourcef(gSourceID[pistol1sound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[pistol2sound], AL_POSITION, {});
- alSourcei(gSourceID[pistol2sound], AL_LOOPING, 0);
- alSourcef(gSourceID[pistol2sound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[pinpullsound], AL_POSITION, {});
- alSourcei(gSourceID[pinpullsound], AL_LOOPING, 0);
- alSourcef(gSourceID[pinpullsound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[pinreplacesound], AL_POSITION, {});
- alSourcei(gSourceID[pinreplacesound], AL_LOOPING, 0);
- alSourcef(gSourceID[pinreplacesound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[grenadethrowsound], AL_POSITION, {});
- alSourcei(gSourceID[grenadethrowsound], AL_LOOPING, 0);
- alSourcef(gSourceID[grenadethrowsound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[bouncesound], AL_POSITION, {});
- alSourcei(gSourceID[bouncesound], AL_LOOPING, 0);
- alSourcef(gSourceID[bouncesound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[bounce2sound], AL_POSITION, {});
- alSourcei(gSourceID[bounce2sound], AL_LOOPING, 0);
- alSourcef(gSourceID[bounce2sound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[explosionsound], AL_POSITION, {});
- alSourcei(gSourceID[explosionsound], AL_LOOPING, 0);
- alSourcef(gSourceID[explosionsound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[bodywhacksound], AL_POSITION, {});
- alSourcei(gSourceID[bodywhacksound], AL_LOOPING, 0);
- alSourcef(gSourceID[bodywhacksound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[rainsound], AL_POSITION, {});
- alSourcei(gSourceID[rainsound], AL_LOOPING, 1);
- alSourcef(gSourceID[rainsound], AL_MIN_GAIN, 0.3f);
- alSourcefv(gSourceID[losesound], AL_POSITION, {});
- alSourcei(gSourceID[losesound], AL_LOOPING, 0);
- alSourcef(gSourceID[losesound], AL_MIN_GAIN, 1);
- alSourcefv(gSourceID[disguisekillsound], AL_POSITION, {});
- alSourcei(gSourceID[disguisekillsound], AL_LOOPING, 0);
- alSourcef(gSourceID[disguisekillsound], AL_MIN_GAIN, 1);
- alSourcefv(gSourceID[knifeslashsound], AL_POSITION, {});
- alSourcei(gSourceID[knifeslashsound], AL_LOOPING, 0);
- alSourcef(gSourceID[knifeslashsound], AL_MIN_GAIN,0);
- alSourcefv(gSourceID[shotgunsound], AL_POSITION, {});
- alSourcei(gSourceID[shotgunsound], AL_LOOPING, 0);
- alSourcef(gSourceID[shotgunsound], AL_MIN_GAIN, 0);
- alSourcefv(gSourceID[knifesong], AL_POSITION, {});
- alSourcei(gSourceID[knifesong], AL_LOOPING, 1);
- alSourcef(gSourceID[knifesong], AL_MIN_GAIN, 1);
- alSourcefv(gSourceID[mainmenusong], AL_POSITION, {});
- alSourcei(gSourceID[mainmenusong], AL_LOOPING, 1);
- alSourcef(gSourceID[mainmenusong], AL_MIN_GAIN, 1);
- alSourcefv(gSourceID[zombiesong], AL_POSITION, {});
- alSourcei(gSourceID[zombiesong], AL_LOOPING, 1);
- alSourcef(gSourceID[zombiesong], AL_MIN_GAIN, 1);
- alSourcefv(gSourceID[shootsong], AL_POSITION, {});
- alSourcei(gSourceID[shootsong], AL_LOOPING, 1);
- alSourcef(gSourceID[shootsong], AL_MIN_GAIN, 1);
}
void initGame(Game* game)
@@ -572,7 +481,7 @@ void initGame(Game* game)
game->enemystate = 2;
if (!game->initialized) {
- soundscalefactor=soundscalefactordefault; //Setup sound falloff
+ soundscalefactor = 10;
// Sounds
LoadSounds(game->musictoggle);
@@ -756,90 +665,48 @@ void initGame(Game* game)
}
if (!game->initialized) {
-
//Load player model
-
skeletonmodels[0].load((char*) ":Data:Models:Head.solid");
-
skeletonmodels[0].Rotate(90,0,0);
-
skeletonmodels[0].Scale(.02,.02,.02);
-
skeletonmodels[0].CalculateNormals();
-
skeletonmodels[1].load((char*) ":Data:Models:Chest.solid");
-
skeletonmodels[1].Rotate(90,0,0);
-
skeletonmodels[1].Scale(.02,.02,.02);
-
skeletonmodels[1].CalculateNormals();
-
skeletonmodels[2].load((char*) ":Data:Models:Abdomen.solid");
-
skeletonmodels[2].Rotate(90,0,0);
-
skeletonmodels[2].Scale(.02,.02,.02);
-
skeletonmodels[2].CalculateNormals();
-
skeletonmodels[3].load((char*) ":Data:Models:Upper arm.solid");
-
skeletonmodels[3].Rotate(90,0,0);
-
skeletonmodels[3].Scale(.02,.02,.02);
-
skeletonmodels[3].CalculateNormals();
-
skeletonmodels[4].load((char*) ":Data:Models:Lower arm.solid");
-
skeletonmodels[4].Rotate(90,0,0);
-
skeletonmodels[4].Scale(.02,.02,.02);
-
skeletonmodels[4].CalculateNormals();
-
skeletonmodels[5].load((char*) ":Data:Models:Hand.solid");
-
skeletonmodels[5].Rotate(90,0,0);
-
skeletonmodels[5].Scale(.02,.02,.02);
-
skeletonmodels[5].CalculateNormals();
-
skeletonmodels[6].load((char*) ":Data:Models:Upper leg.solid");
-
skeletonmodels[6].Rotate(90,0,0);
-
skeletonmodels[6].Scale(.02,.02,.02);
-
skeletonmodels[6].CalculateNormals();
-
skeletonmodels[7].load((char*) ":Data:Models:Lower leg.solid");
-
skeletonmodels[7].Rotate(90,0,0);
-
skeletonmodels[7].Scale(.02,.02,.02);
-
skeletonmodels[7].CalculateNormals();
-
skeletonmodels[8].load((char*) ":Data:Models:Foot.solid");
-
skeletonmodels[8].Rotate(90,0,0);
-
skeletonmodels[8].Scale(.02,.02,.02);
-
skeletonmodels[8].CalculateNormals();
-
skeletonmodels[9].load((char*) ":Data:Models:Shades.solid");
-
skeletonmodels[9].Rotate(90,0,0);
-
skeletonmodels[9].Scale(.02,.02,.02);
-
skeletonmodels[9].CalculateNormals();
-
//Load gun models
gunmodels[sniperriflemodel].load((char*) ":Data:Models:sniperrifle.solid");