A lot more sounds
This commit is contained in:
@@ -3,7 +3,6 @@ package mindustry.audio;
|
||||
import arc.*;
|
||||
import arc.audio.*;
|
||||
import arc.struct.*;
|
||||
import mindustry.gen.*;
|
||||
|
||||
import static mindustry.gen.Sounds.*;
|
||||
|
||||
@@ -12,17 +11,24 @@ public class SoundPriority{
|
||||
static int lastGroup = 1;
|
||||
|
||||
public static void init(){
|
||||
max(7, laserbig, beam, laserbeam);
|
||||
|
||||
//priority 2: long weapon loops
|
||||
set(
|
||||
2f,
|
||||
laserbig,
|
||||
beam
|
||||
beam,
|
||||
laserbeam
|
||||
);
|
||||
|
||||
//priority 1.5: big weapon sounds, not loops
|
||||
set(1.5f,
|
||||
set(
|
||||
1.5f,
|
||||
railgun,
|
||||
largeCannon
|
||||
largeCannon,
|
||||
lasercharge,
|
||||
lasercharge2,
|
||||
lasercharge3
|
||||
);
|
||||
|
||||
//priority 1: ambient noises
|
||||
@@ -37,7 +43,13 @@ public class SoundPriority{
|
||||
respawning
|
||||
);
|
||||
|
||||
sameGroup(Sounds.missile, Sounds.missileShort);
|
||||
//very loud
|
||||
laser.setMaxConcurrent(5);
|
||||
|
||||
sameGroup(hit1, hit2, hit3);
|
||||
max(4, hit1, hit2, hit3);
|
||||
|
||||
sameGroup(missile, missileShort, missilePlasmaShort);
|
||||
|
||||
for(var sound : Core.assets.getAll(Sound.class, new Seq<>())){
|
||||
sound.setMinConcurrentInterrupt(Math.min(0.25f, sound.getLength() * 0.5f));
|
||||
@@ -47,6 +59,10 @@ public class SoundPriority{
|
||||
mechStep.setMaxConcurrent(3);
|
||||
}
|
||||
|
||||
static void max(int max, Sound... sounds){
|
||||
for(var s : sounds) s.setMaxConcurrent(max);
|
||||
}
|
||||
|
||||
static void sameGroup(Sound... sounds){
|
||||
int id = lastGroup ++;
|
||||
for(var s : sounds) s.setConcurrentGroup(id);
|
||||
|
||||
Reference in New Issue
Block a user