Tweak pickup sound pitch (#4598)
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@ -154,7 +154,7 @@ void cArrowEntity::CollectedBy(cPlayer & a_Dest)
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}
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}
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GetWorld()->BroadcastCollectEntity(*this, a_Dest, 1);
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GetWorld()->BroadcastCollectEntity(*this, a_Dest, 1);
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GetWorld()->BroadcastSoundEffect("entity.item.pickup", GetPosition(), 0.5, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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GetWorld()->BroadcastSoundEffect("entity.item.pickup", GetPosition(), 0.3f, (1.2f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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m_bIsCollected = true;
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m_bIsCollected = true;
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}
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}
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}
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}
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@ -255,7 +255,7 @@ bool cPickup::CollectedBy(cPlayer & a_Dest)
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m_World->BroadcastCollectEntity(*this, a_Dest, NumAdded);
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m_World->BroadcastCollectEntity(*this, a_Dest, NumAdded);
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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m_World->BroadcastSoundEffect("entity.item.pickup", GetPosition(), 0.5, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("entity.item.pickup", GetPosition(), 0.3f, (1.2f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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if (m_Item.m_ItemCount <= 0)
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if (m_Item.m_ItemCount <= 0)
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{
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{
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// All of the pickup has been collected, schedule the pickup for destroying
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// All of the pickup has been collected, schedule the pickup for destroying
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