diff options
Diffstat (limited to 'src/GameInitDispose.cpp')
-rw-r--r-- | src/GameInitDispose.cpp | 177 |
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"); |