Commit Graph

17 Commits

Author SHA1 Message Date
Imbris
4a0c474be1 Remove Client dependency from Scene types and audio managers, add an
example for using voxygen as a library to renderer images of characters
2020-03-05 23:12:51 -05:00
S Handley
b0ca85069b Piggyback on the InventoryUpdate events and attach some additional event info so that we can detect why the inventory update was triggered, and emit an associated sfx event that matches it. 2020-03-04 10:09:48 +00:00
S Handley
daa0a10c2c Revert "Do that better, and add a TODO."
This reverts commit 9b0f11bd89.

It wasn't better.
2020-03-01 19:45:05 +00:00
S Handley
d87061fe14 Add a volume option to SfxEvents, and use this to dispatch movement sfx for quadripeds at a volume proportionate to their size. 2020-02-23 01:26:51 +00:00
S Handley
9ab2833056 Add weapon wield/unwield sfx support 2020-02-21 02:56:54 +00:00
S Handley
b739623579 Split the audio channels into SFX and music channels. This makes the
Music Channel for exploration music a basic Sink without spatial audio
functionality, which is not required.
2020-02-15 21:30:44 +00:00
S Handley
b7ce91fead Move music under audio
Also add some blank time after each track so that we get some silence
between tracks.
2020-02-03 11:55:32 +00:00
Marcel Märtens
dae31ae5b6 apply new rustfmt - touching alot of files 2020-02-01 21:39:39 +01:00
S Handley
309834df1b fix: Prevent dispatching Run SFX if an entity is not moving
This adds the entity's velocity as an argument when mapping the
movement state to an SFX event, and prevents the run SFX from being
returned if the velocity is below a threshold.

This will prevent hearing the run sfx when stuck in a corner, or running
into a surface where the character is not actually moving their feet.
2020-01-18 18:49:17 +00:00
S Handley
00c1493548 Play the Run SFX when a character lands after jumping or falling
This is a small detail but makes a noticable difference.
2020-01-12 16:35:20 +00:00
S Handley
2644e29484 Refactor and Rename for clarity
Implements a potential structure for splitting the SFX event mapping
into smaller individual files for maintainability.

- Remove inventory events for now: For a later commit.
- No longer panic when there is a failure parsing the sfx file: log the error and not play sfx.
2020-01-01 02:55:48 +00:00
Imbris
d341073a44 Upgrade to specs 0.15.1 2019-12-20 22:48:14 -05:00
S Handley
8c5320d20f Update title music and temporarily remove attack sfx
- Updated title music with a version provided by aeronic which fades out
more gracefully
- Removed attack SFX as it was included in the movement processing, but
will return later as part of a similar chunk of code which processes
combat sfx independent of movement.
2019-12-20 04:04:05 +00:00
Adam Whitehurst
20575e0aab Update controller 2019-12-09 14:45:10 +00:00
S Handley
56f9c5d35f Fix the glider_close sfx event
This was failing to trigger since we now have a MovementState::Fall, but
the sfx mapper was still trying to work this out itself based on
velocity. We no longer need to track velocity as a result and can use
the MovementState.

Also silenced warnings resulting from unused vars when running tests.
2019-12-09 09:50:14 +00:00
Adam Whitehurst
92d99af53c feat: weapon-type dependent wield and attack durations
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
S Handley
ea2e0d17de SFX system
This is an event based approach to SFX sounds. There is a specific
character sound event mapper which determines sfx to play based on
character or NPC state, as well as emitting sfx events for
non-character-triggers such as levelling up.
2019-11-23 08:26:39 +00:00