Work on sound effects

This commit is contained in:
Anuken
2019-08-11 10:47:22 -04:00
parent 2341da995e
commit 4c08c98f8c
17 changed files with 115 additions and 86 deletions
@@ -14,7 +14,7 @@ import static io.anuke.mindustry.Vars.*;
/** Controls playback of multiple music tracks.*/
public class MusicControl{
private static final float finTime = 120f, foutTime = 120f, musicInterval = 60 * 60 * 3f, musicChance = 0.25f, musicWaveChance = 0.2f;
private static final float finTime = 120f, foutTime = 120f, musicInterval = 60 * 60 * 3f, musicChance = 0.3f, musicWaveChance = 0.24f;
/** normal, ambient music, plays at any time */
public final Array<Music> ambientMusic = Array.with(Musics.game1, Musics.game3, Musics.game4, Musics.game6);
@@ -30,6 +30,7 @@ public class MusicControl{
private boolean silenced;
public MusicControl(){
//only run music 10 seconds after a wave spawns
Events.on(WaveEvent.class, e -> Time.run(60f * 10f, () -> {
if(Mathf.chance(musicWaveChance)){
playRandom();
@@ -40,6 +41,7 @@ public class MusicControl{
/** Update and play the right music track.*/
public void update(){
if(state.is(State.menu)){
silenced = false;
if(ui.deploy.isShown()){
play(Musics.launch);
}else if(ui.editor.isShown()){
@@ -48,6 +50,7 @@ public class MusicControl{
play(Musics.menu);
}
}else if(state.rules.editor){
silenced = false;
play(Musics.editor);
}else{
//this just fades out the last track to make way for ingame music
@@ -79,17 +82,13 @@ public class MusicControl{
return true;
}
if(state.enemies() > 25){
//many enemies -> dark
return true;
}
//it may be dark based on wave
if(Mathf.chance((float)(Math.log10((state.wave - 17f)/19f) + 1) / 4f)){
return true;
}
return false;
//dark based on enemies
return Mathf.chance(state.enemies() / 70f);
}
/** Plays and fades in a music track. This must be called every frame.