Commit Graph

66 Commits

Author SHA1 Message Date
jiminycrick
a684bc90fd Quadraped footsteps and songs in biomes 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
695cc7f5cb Broken wind implementation 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
e880654f2e Probability for biome play 2020-11-18 13:31:12 -08:00
jiminycrick
c8d79b0b0e Dungeon and cave specific music 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
c6a443ac0f fixed false audio track lengths 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
jiminycrick
3473347742 Sfx from blocks 2020-11-18 13:31:12 -08:00
jiminycrick
0689630d98 Fading music/ambient sounds decently upon biome transition 2020-11-18 13:31:11 -08:00
jiminycrick
b5aea464f3 Switch music at biome transitions 2020-11-18 13:31:11 -08:00
jiminycrick
46d3f6f6d2 Initial biome specific music and ambient sound channel 2020-11-18 13:31:11 -08:00
Snowram
0d92f02deb Buff stonegolem, nerf giants, add missing sfxs 2020-11-06 01:08:33 +01:00
jiminycrick
512d881cd2 Fixed clippy errors and added SFX 2020-10-14 15:30:58 -07:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Sam
fe70b7fbce Addressed second round of feedback. 2020-09-21 17:38:53 -05:00
Sam
b06ab250cc Addressed first round of feedback on sword overhaul. 2020-09-21 17:38:52 -05:00
Sam
cf573a42bd Initial implementation of combo melee attack. 2020-09-21 17:38:41 -05:00
scott-c
d316463eb3 Add combat sfx #647 2020-08-26 19:28:00 +08:00
Monty Marz
0a4b763a6a fix wrong filepath 2020-08-12 22:07:37 +02:00
Monty Marz
fcdd875bff UI fixes, assets update 2020-08-12 18:10:18 +00:00
Joshua Barretto
a924f9694d Explosion sound and event lights 2020-08-08 19:26:52 +08:00
Joshua Barretto
8547cdd681 Added outcome sound effects, fixed directional sound, particle outcomes 2020-08-08 19:26:52 +08:00
BottledByte
ab1c43be84 Dehardcoded LanternKind, Consumable and Ingredient, fixed Sceptre hotbar
Also fixed two wrong asset references and did some .ron formatting
2020-08-05 01:21:42 +02:00
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
fc8bb427fb Handle TripleStrike stages individually. 2020-06-08 10:19:42 +10:00
Shane Handley
987a025d36 Introduce a ToolCategory so we can ignore the specific type of weapon
when deciding on the SFX to play when wielding/attacking.
2020-06-08 10:19:42 +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
Justin Shipsey
3877efec50 optimization and tails 2020-06-01 00:33:24 +00:00
Monty Marz
f7d6f76a04 Added 36 Swords
I added 36 sword models to the code.
2020-05-29 18:23:00 +00:00
Monty Marz
9d7e0aad12 Aeronic/forest tune 2020-05-21 04:09:59 +00:00
Monty Marz
ecb7963730 Pfau/0.6 bg 2020-05-16 12:48:29 +00:00
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
Justin Shipsey
7519e842e9 6 new music tracks 2020-04-23 17:16:45 +00:00
Shane Handley
362771be4b SFX and unit test fixes. 2020-03-27 12:06:25 +11:00
Pfauenauge90
5f10cdf0c6 adjusted foot step sounds, inventory space above bag 2020-03-25 21:06:01 +01:00
timokoesters
aa963b7686 Merge remote-tracking branch 'origin/master' into clientstates 2020-03-15 15:27:06 +01:00
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