Recorded some voice samples for Tux for testing, continuing to include sfx calls for special in game events.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3901 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -64,9 +64,6 @@ void Attachment::set(attachmentType type, float time, Kart *current_kart)
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if(m_initial_speed <= 1.5) m_initial_speed = 1.5; // if going very slowly or backwards, braking won't remove parachute
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if(m_initial_speed <= 1.5) m_initial_speed = 1.5; // if going very slowly or backwards, braking won't remove parachute
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}
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}
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// Play appropriate custom character sound
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// m_kart->playCustomSFX(SFXManager::CUSTOM_ATTACH);
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} // set
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} // set
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -162,6 +159,8 @@ void Attachment::moveBombFromTo(Kart *from, Kart *to)
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to->setAttachmentType(ATTACH_BOMB,
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to->setAttachmentType(ATTACH_BOMB,
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from->getAttachment()->getTimeLeft()+
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from->getAttachment()->getTimeLeft()+
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stk_config->m_bomb_time_increase, from);
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stk_config->m_bomb_time_increase, from);
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to->playCustomSFX(SFXManager::CUSTOM_ATTACH);
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from->getAttachment()->clear();
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from->getAttachment()->clear();
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} // moveBombFromTo
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} // moveBombFromTo
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@ -119,7 +119,7 @@ Material *Powerup::getIcon()
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void Powerup::use()
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void Powerup::use()
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{
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{
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// Play custom kart sound when collectible is used
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// Play custom kart sound when collectible is used
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m_owner->playCustomSFX(SFXManager::CUSTOM_SHOOT);
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if (m_type != POWERUP_NOTHING) m_owner->playCustomSFX(SFXManager::CUSTOM_SHOOT);
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// FIXME - for some collectibles, set() is never called
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// FIXME - for some collectibles, set() is never called
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if(m_sound_use == NULL) m_sound_use = sfx_manager->newSFX(SFXManager::SOUND_SHOT);
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if(m_sound_use == NULL) m_sound_use = sfx_manager->newSFX(SFXManager::SOUND_SHOT);
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@ -413,7 +413,12 @@ void Kart::collectedItem(const Item &item, int add_info)
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switch (type)
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switch (type)
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{
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{
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case Item::ITEM_BANANA : m_attachment.hitBanana(item, add_info); break;
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case Item::ITEM_BANANA:
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m_attachment.hitBanana(item, add_info);
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// Play appropriate custom character sound
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playCustomSFX(SFXManager::CUSTOM_ATTACH);
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break;
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case Item::ITEM_SILVER_COIN: m_collected_energy++ ; break;
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case Item::ITEM_SILVER_COIN: m_collected_energy++ ; break;
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case Item::ITEM_GOLD_COIN : m_collected_energy += 3 ; break;
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case Item::ITEM_GOLD_COIN : m_collected_energy += 3 ; break;
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case Item::ITEM_BONUS_BOX :
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case Item::ITEM_BONUS_BOX :
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@ -429,6 +434,8 @@ void Kart::collectedItem(const Item &item, int add_info)
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m_body->setLinearVelocity(m_body->getLinearVelocity()*0.3f);
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m_body->setLinearVelocity(m_body->getLinearVelocity()*0.3f);
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m_goo_sound->position(getXYZ());
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m_goo_sound->position(getXYZ());
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m_goo_sound->play();
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m_goo_sound->play();
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// Play appropriate custom character sound
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playCustomSFX(SFXManager::CUSTOM_GOO);
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break;
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break;
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default : break;
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default : break;
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} // switch TYPE
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} // switch TYPE
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@ -494,6 +501,8 @@ void Kart::handleExplosion(const Vec3& pos, bool direct_hit)
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int sign_bits = rand(); // To select plus or minus randomnly, assuming 15 bit at least
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int sign_bits = rand(); // To select plus or minus randomnly, assuming 15 bit at least
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if(direct_hit)
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if(direct_hit)
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{
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{
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// Play associated kart sound
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playCustomSFX(SFXManager::CUSTOM_EXPLODE);
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float sign_a = (sign_bits & (0x1 << 8)) ? 1.0f : -1.0f;
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float sign_a = (sign_bits & (0x1 << 8)) ? 1.0f : -1.0f;
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float sign_b = (sign_bits & (0x1 << 9)) ? 1.0f : -1.0f;
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float sign_b = (sign_bits & (0x1 << 9)) ? 1.0f : -1.0f;
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float sign_c = (sign_bits & (0x1 << 10)) ? 1.0f : -1.0f;
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float sign_c = (sign_bits & (0x1 << 10)) ? 1.0f : -1.0f;
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@ -369,7 +369,7 @@ void PlayerKart::collectedItem(const Item &item, int add_info)
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switch(item.getType())
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switch(item.getType())
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{
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{
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case Item::ITEM_BANANA:
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case Item::ITEM_BANANA:
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m_ugh_sound->play();
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//m_ugh_sound->play();
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break;
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break;
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case Item::ITEM_BUBBLEGUM:
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case Item::ITEM_BUBBLEGUM:
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//The skid sound is played by the kart class. Do nothing here.
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//The skid sound is played by the kart class. Do nothing here.
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