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
Marcel Märtens
9485b45e70
switch to tracing
stlye and enhance logs with usefull information
...
- Updated CHANGELOG
- reduce dependencies
- found out that we have alot of duplicate coding... alot...
2020-06-22 09:53:15 +02:00
Kevin Glasson
af3af6c169
Convert voxygen to use tracing
...
There are several noteable changes in this commit that mean that logging
will behave differently to how it did previously.
- There are now no separate filter levels for terminal and file output.
This is a feature that is lacking in `tracing` but is set to be resolved
by https://github.com/tokio-rs/tracing/pull/508 . At which point we MAY
include it.
- The default log level was previously `WARN` - it is now `INFO`.
2020-06-21 23:17:25 +08:00
Ben Wallis
6da7a11d33
Fixed suppressed clippy warnings for #587 - clone_on_copy
2020-06-18 22:25:48 +01:00
Shane Handley
825cf98a00
Fixes a bug where run sfx were being played during a roll.
2020-06-15 06:53:50 +10:00
Imbris
4901dde20d
Merge branch 'shandley/docs-audio' into 'master'
...
Add documentation for audio module.
See merge request veloren/veloren!1060
2020-06-14 16:56:32 +00:00
S Handley
00dd75526c
Add documentation for audio module.
2020-06-14 16:56:32 +00:00
Imbris
fb47115695
Merge branch 'xvar/clippy-fixes-redundant_closure_found' into 'master'
...
Fixed suppressed clippy warnings for #587 - redundant_closure
See merge request veloren/veloren!1065
2020-06-14 16:33:04 +00:00
Ben Wallis
4d6c553b1b
Fixed suppressed clippy warnings for #587 - redundant_closure
2020-06-12 20:47:22 +01:00
Ben Wallis
8ed2109bcf
Fixed suppressed clippy warnings for #587 - collapsible_if
2020-06-12 20:34:54 +01:00
S Handley
eda2f14940
Use empty sound data when a sound file cannot be loaded
2020-06-11 12:53:24 +00:00
Ben Wallis
950c62efc6
Suppressed all existing clippy warnings in preparation for fixes as part of #587
2020-06-10 22:01:42 +01:00
Shane Handley
6a1cec8860
Docs, make adding event mappers easier for sfx, remove placeholder
...
sounds.
2020-06-09 00:41:46 +10:00
Shane Handley
faf04bb4f3
Fix some updated weapon references and an incomplete match after rebasing.
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
d5cc5c8537
Add initial attack sfx code with bow shot sounds.
2020-06-08 10:19:41 +10:00
Ben Wallis
1d564f53c7
Fix #322 - Refactored audio output device enumeration to fail gracefully when audio devices with null or otherwise unusable names are encountered
2020-06-07 16:24:22 +01:00
Monty Marz
c792cc05a9
Villagers and Cultists
2020-04-30 20:43:24 +00:00
Joshua Barretto
390e46b752
Fixed unit tests
2020-04-26 18:50:21 +01:00
Shane Handley
3e4b40380f
fix: Restore run SFX when the character is using a weapon other than the sword.
2020-04-02 14:47:26 +11:00
Imbris
97148cb6bb
Merge branch 'master' into 'combat'
...
# Conflicts:
# CHANGELOG.md
2020-04-01 20:42:27 +00:00
Imbris
87a82bb59a
Fix tests
2020-04-01 11:41:26 -04:00
Marli Frost
c82d1b9316
allow the game to start without an audio device
2020-03-31 21:27:55 +01:00
Imbris
ba3fa16c33
Create Dir type for better enforcement of non NaN, normalized representations of directions
2020-03-27 22:02:07 -04:00
Shane Handley
362771be4b
SFX and unit test fixes.
2020-03-27 12:06:25 +11:00
Imbris
41c424ac13
Optimized uses of emitters, cleanup
2020-03-22 00:49:46 -04:00
Adam Whitehurst
49c7143144
Clean up warnings
2020-03-07 13:03:10 -08:00
Adam Whitehurst
54a7112ad9
resolve conflicts merging master -> clientstates
2020-03-07 12:49:48 -08:00
Adam Whitehurst
096d3b691e
Merge master
2020-03-07 12:49:15 -08:00
Adam Whitehurst
b1d1299fe6
Clean up character states
2020-03-07 10:15:02 -08:00
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
Shane Handley
0d2b26a3b8
SFX Fixes - Reinstate run, uncomment tests and make them pass, adjust
...
config.
2020-02-25 22:03:29 +09:00
Shane Handley
d6f72876e9
Fix tests for movement sfx.
2020-02-25 10:01:41 +09:00
timokoesters
d0439fdd84
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-24 21:34:17 +01:00
timokoesters
ac611f4618
fix: sync characterstates, better energy management
2020-02-24 20:57:33 +01:00
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
timokoesters
0bc07a0835
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-03 22:02:32 +01:00
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
timokoesters
7b558b4542
refactor: combine actionstate and movestate
2020-01-21 23:54:59 +01:00
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
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
AdamWhitehurst
976eface66
Update from MR comments
2020-01-17 08:39:21 -08:00
Adam Whitehurst
5959d2a5c7
Fix SFX and Assets
2020-01-16 05:28:45 -08:00
Adam Whitehurst
d82e93b39f
Merge master and build
2020-01-16 05:27:30 -08:00