Sound file reorganization
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@@ -11,14 +11,13 @@ public class SoundPriority{
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static int lastGroup = 1;
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public static void init(){
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max(7, laserbig, beam, laserbeam);
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max(7, beamPlasma, shootMeltdown, beamMeltdown);
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//priority 2: long weapon loops and big explosions
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set(
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2f,
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laserbig,
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beam,
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laserbeam,
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beamMeltdown,
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beamLustre,
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beamPlasma,
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reactorExplosion,
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reactorExplosion2,
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@@ -29,31 +28,36 @@ public class SoundPriority{
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//priority 1.5: big weapon sounds, not loops
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set(
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1.5f,
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railgun,
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largeCannon,
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lasercharge,
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lasercharge2,
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lasercharge3
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shootMeltdown,
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shootSublimate,
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shootForeshadow,
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shootConquer,
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shootCorvus,
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chargeCorvus,
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chargeVela,
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chargeLancer
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);
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//priority 1: ambient noises
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set(
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1f,
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conveyor,
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smelter,
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drill,
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extractLoop,
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flux,
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hum,
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respawning
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loopConveyor,
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loopSmelter,
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loopDrill,
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loopExtract,
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loopFlux,
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loopHum,
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loopBio,
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loopTech,
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loopUnitBuilding
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);
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//very loud
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laser.setMaxConcurrent(5);
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shootLancer.setMaxConcurrent(5);
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sameGroup(flame, flamePlasma);
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sameGroup(missile, missileShort, missilePlasmaShort);
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sameGroup(spark, shock);
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sameGroup(shootFlame, shootFlamePlasma);
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sameGroup(shootMissile, shootMissileShort, shootMissilePlasmaShort);
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sameGroup(shootArc, shootPulsar);
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for(var sound : Core.assets.getAll(Sound.class, new Seq<>())){
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sound.setMinConcurrentInterrupt(Math.min(0.25f, sound.getLength() * 0.5f));
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@@ -69,7 +73,7 @@ public class SoundPriority{
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max(4, mechStep, mechStepHeavy, walkerStep, walkerStepSmall, walkerStepTiny, mechStepSmall);
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//repair sounds are lower priority and generally not important
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set(-1f, blockHeal, healAbility);
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set(-1f, blockHeal, healWave);
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//step sounds are low priority
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set(-2f, mechStep, mechStepHeavy, walkerStep, walkerStepSmall, walkerStepTiny, mechStepSmall);
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