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-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");