foley for wooden doors

This commit is contained in:
minjaesong
2024-01-20 21:05:46 +09:00
parent c66e4077bf
commit 6b33850a8b
8 changed files with 34 additions and 9 deletions

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@@ -285,13 +285,15 @@ Sound from <https://www.freesound.org/people/klankbeeld>
$BULLET Footstep sound recordings:
$BULLET Foleys:
- GRSS_01..06.ogg
- GRVL_01..07.ogg
- ROCK_01..09.ogg
- SAND_01..04.ogg
- WOOD_01..03.ogg
- steps/GRSS.*.ogg
- steps/GRVL.*.ogg
- steps/ROCK.*.ogg
- steps/SAND.*.ogg
- steps/WOOD.*.ogg
- door/wooden_open.*.ogg
- door/wooden_close.*.ogg
Copyright (C) 2020, 2021, 2022 Nox Sound
Sound from <https://freesound.org/people/Nox_Sound>

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@@ -35,6 +35,8 @@ open class FixtureSwingingDoorBase : FixtureBase {
var doorOpenedHoldLength: Second = 0.25f
var nameKey = "DOOR_BASE" // goes into the savegame
var nameKeyReadFromLang = true // goes into the savegame
var audioIdForOpening = "effects.door.wooden_open"
var audioIdForClosing = "effects.door.wooden_close"
/* END OF CUTOMISABLE PARAMETERS */
private var tilewiseHitboxWidth = tw * 2 - twClosed
@@ -164,35 +166,38 @@ open class FixtureSwingingDoorBase : FixtureBase {
shadeBoxList[0].light = Cvec(0)
}
open protected fun closeDoor(doorHandler: Int) {
protected open fun closeDoor(doorHandler: Int) {
if (doorState != 0) {
(sprite!! as SheetSpriteAnimation).currentRow = 0
doorState = 0
placeActorBlocks()
lastDoorHandler = doorHandler
if (!isOpacityActuallyLuminosity) setOpacity()
Terrarum.audioCodex.getRandomAudio(audioIdForClosing)?.let { startAudio(it) }
}
doorCloseQueued = false
}
open protected fun openToRight(doorHandler: Int) {
protected open fun openToRight(doorHandler: Int) {
if (doorState != 1) {
(sprite!! as SheetSpriteAnimation).currentRow = 1
doorState = 1
placeActorBlocks()
lastDoorHandler = doorHandler
if (!isOpacityActuallyLuminosity) unsetOpacity()
Terrarum.audioCodex.getRandomAudio(audioIdForOpening)?.let { startAudio(it) }
}
doorCloseQueued = false
}
open protected fun openToLeft(doorHandler: Int) {
protected open fun openToLeft(doorHandler: Int) {
if (doorState != -1) {
(sprite!! as SheetSpriteAnimation).currentRow = 2
doorState = -1
placeActorBlocks()
lastDoorHandler = doorHandler
if (!isOpacityActuallyLuminosity) unsetOpacity()
Terrarum.audioCodex.getRandomAudio(audioIdForOpening)?.let { startAudio(it) }
}
doorCloseQueued = false
}