Commit Graph

96 Commits

Author SHA1 Message Date
Joshua Barretto
0ef29a6989 VoiceKind for better sound effect specs 2021-06-16 17:23:22 +01:00
Joshua Barretto
559311e1b0 Chasing sounds 2021-06-16 17:23:22 +01:00
Sam
5c241850f1 Added sfx. Addressed comments. 2021-05-04 08:45:12 -04:00
DaforLynx
7334cce426 Poise (stun) SFX and fix for town music 2021-04-29 23:36:22 +00:00
alfy
73cb6d19ff Fixed the sounds since they were seemingly empty, as well as a new more organic wind sound 2021-04-25 13:09:06 -04:00
alfy
9f79c80072 block and parry sounds added 2021-04-25 13:09:06 -04:00
DaforLynx
f441c8c206 Normalize + shrink all sfx; tweaks to combat music; change footstep sounds 2021-04-16 00:35:13 +00:00
DaforLynx
9db290d4ea Adds many new songs; re-adds many old ones; revamped song distribution; reorganized music folders; better biome parameters; accurate day and night; new sounds 2021-04-12 00:43:08 +00:00
DaforLynx
6734198104 Adds on-hit combat sfx 2021-04-04 03:04:02 +00:00
Joshua Barretto
b0acbda236 Improved archery with feedback sfx and particles 2021-03-29 21:52:04 +01:00
DaforLynx
fbf4defa04 Adds sfx for Sceptre aura 2021-03-17 23:54:49 +00:00
DaforLynx
99261bf105 Many small changes to audio code, mainly sfx - changelog in MR 2021-03-12 15:00:09 -08:00
DaforLynx
ebbb06a400 Added crickets blocktype, added 3 new cricket sounds, made crickets chirp consistently, made frogs more sporadic 2021-02-12 00:54:42 +00:00
jiminycrick
7dda25a66d More footstep sfx based on distance 2021-01-19 19:51:19 -08:00
nahuakang
f3ed13ca09 Replace explosion sound with heal bomb sound for sceptre M2 2020-12-13 22:09:28 +01:00
jiminycrick
2d2f267907 Addressed comments and fixed pipeline 2020-11-18 13:31:13 -08:00
jiminycrick
c44a9092d3 Biome definition tweaks and more sfx 2020-11-18 13:31:12 -08:00
jiminycrick
e1fcb3744e Comment out audio device picker 2020-11-18 13:31:12 -08:00
jiminycrick
d47e0bbb73 Getting merge ready minus device picker 2020-11-18 13:31:12 -08:00
jiminycrick
9b759efe41 Snow footsteps 2020-11-18 13:31:12 -08:00
jiminycrick
09a1974974 River water sfx 2020-11-18 13:31:12 -08:00
jiminycrick
d0bd5118bf Made biome probabilities neater 2020-11-18 13:31:12 -08:00
jiminycrick
0a9f1ee11c Remove ambient channel system in favor of sfx system 2020-11-18 13:31:12 -08:00
jiminycrick
39d4ee8a96 Owls, campfires, and better bird sfx handling 2020-11-18 13:31:12 -08:00
jiminycrick
3169562a80 Night time sfx and swimming 2020-11-18 13:31:12 -08:00
jiminycrick
aa6b7cbb65 Bird calls from trees 2020-11-18 13:31:12 -08:00
jiminycrick
9e790f6cac Really broken block sfx pushed so others can see 2020-11-18 13:31:12 -08:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
scott-c
d316463eb3 Add combat sfx #647 2020-08-26 19:28:00 +08:00
Joshua Barretto
a924f9694d Explosion sound and event lights 2020-08-08 19:26:52 +08:00
Joshua Barretto
8d6b442193 Crafting 2020-07-14 20:11:39 +00:00
Ben Wallis
a9d3f984f0 Implemented loot pickup chat messages and the option for playing different sounds for picked up items
* Added chat message when an item is picked up
* Changed InventoryUpdateEvent::Collected to InventoryUpdateEvent::Collected(Item) to facilitate the client being aware of what was picked up
* Added SfxInventoryEvent enum to allow different sounds to be used based on the item type. The RON mapping/de-serialization doesn't support matching on structs so we have to give it fixed enum values which are determined in TryFrom<&InventoryUpdateEvent> for SfxEvent
* Refactored InventoryManip::Pickup arm of match in inventory_manip::handle_inventory for clarity/better warning messages
* Fixed a bug that prevented the CollectFailed event from being raised when a player's inventory is full
* Added a panic for the situation where an item is pushed into the players inventory and then the deletion of the entity fails as this would indicate an item dupe bug - this could potentially be reworked to pull the item back from the player's inventory but this seems like there's be a more correct transactional way to do this.
* Added two temporary sounds to prove the per-item sound functionality (pickup sounds for Swords and Staffs)
2020-06-28 13:05:28 +01:00
S Handley
370ef80db4 Replace audio files 2020-06-08 16:26:48 +00:00
Shane Handley
6a1cec8860 Docs, make adding event mappers easier for sfx, remove placeholder
sounds.
2020-06-09 00:41:46 +10:00
Shane Handley
802bce1698 Target the specific attack types, to handle TripeStrike etc...
Removed the Axe sfx until the animations show the swing
2020-06-08 10:19:41 +10:00
Shane Handley
0516af8c57 Add swoosh sounds for additional weapons. 2020-06-08 10:19:41 +10:00
Shane Handley
d5cc5c8537 Add initial attack sfx code with bow shot sounds. 2020-06-08 10:19:41 +10:00
Julian
cf9820e204 Added new SFX and adjusted sfx.ron
New SFX sounds.

add_item.wav (Better fitting pickup sound)
drop_item.wav (New sound for dropping items)
open_inventory.wav (The old pickup sound, can be used for opening the bag but needs to be implemented)
sword_in.wav (Better fitting sound)
sowrd_out.wav (Better fitting sound)

Fixed the drop sfx sound in sfx.ron
Its the drop_item sound instead of a grass moving step.
2020-05-03 21:52:11 +02:00
S Handley
bc692c0101 Add audio and chat message feedback when the player attempts to collect something while thier inventory is full. 2020-03-11 10:30:59 +00:00
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
Julian
7bc719e33f UpdatedSoundFX
New souunds for Sword_in  and  Sword_out.
2020-02-22 20:26:49 +01:00
S Handley
9ab2833056 Add weapon wield/unwield sfx support 2020-02-21 02:56:54 +00:00
S Handley
b44955ba30 Remove currently unused audio assets
This clears out about 56MB of unused audio files.

There were also some unused methods in the audio modules which
referenced a file, which has also been removed.
2020-01-20 15:07:30 +00:00
S Handley
11dd6b8090 Update footsteps SFX 2019-12-08 10:03:40 +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
Monty Marz
11a022abb3 Better stepping sounds (and minor voxel model fixes) 2019-09-27 16:04:22 +00:00