Merge pull request #109 from teamfisk/Sound

Added weapon sounds.
This commit is contained in:
2016-02-12 08:23:30 +01:00
4 changed files with 31 additions and 5 deletions
+1 -1
Submodule assets updated: 8d180f2a54...1e7adc749e
@@ -7,6 +7,7 @@
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Core/EShoot.h" #include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour class AssaultWeaponBehaviour : public WeaponBehaviour
{ {
public: public:
@@ -36,7 +37,8 @@ private:
void fireRound(); void fireRound();
void spawnTracer(); void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction); float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playSound(); void playFireSound();
void playEmptySound();
void viewPunch(); void viewPunch();
void finishReload(); void finishReload();
void playShootAnimation(); void playShootAnimation();
+1
View File
@@ -36,6 +36,7 @@ source_group(Network FILES ${SOURCE_FILES_Network})
set(SOURCE_FILES set(SOURCE_FILES
${SOURCE_FILES} ${SOURCE_FILES}
"Game.cpp" "Game.cpp"
"MiniDump.cpp"
${SOURCE_FILES_Systems} ${SOURCE_FILES_Systems}
${SOURCE_FILES_Systems_Weapon} ${SOURCE_FILES_Systems_Weapon}
${SOURCE_FILES_Events} ${SOURCE_FILES_Events}
@@ -38,12 +38,18 @@ void AssaultWeaponBehaviour::Reload()
// Don't reload if we're completly out of ammo // Don't reload if we're completly out of ammo
if (ammo == 0) { if (ammo == 0) {
playEmptySound();
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
return; return;
} }
m_Reloading = true; m_Reloading = true;
m_ReloadTimer = cAssaultWeapon["ReloadTime"]; m_ReloadTimer = cAssaultWeapon["ReloadTime"];
playReloadAnimation(); playReloadAnimation();
Events::PlaySoundOnEntity e;
e.EmitterID = cAssaultWeapon.EntityID;
e.FilePath = "Audio/weapon/reload.wav";
m_EventBroker->Publish(e);
} }
void AssaultWeaponBehaviour::Update(double dt) void AssaultWeaponBehaviour::Update(double dt)
@@ -127,7 +133,7 @@ void AssaultWeaponBehaviour::fireRound()
if (magAmmo <= 0) { if (magAmmo <= 0) {
Reload(); Reload();
return; return;
} }
// Fire // Fire
magAmmo -= 1; magAmmo -= 1;
@@ -136,7 +142,7 @@ void AssaultWeaponBehaviour::fireRound()
// Effects // Effects
if (IsClient) { if (IsClient) {
spawnTracer(); spawnTracer();
playSound(); playFireSound();
viewPunch(); viewPunch();
playShootAnimation(); playShootAnimation();
bool hit = shoot(cAssaultWeapon["BaseDamage"]); bool hit = shoot(cAssaultWeapon["BaseDamage"]);
@@ -182,7 +188,7 @@ float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direc
} }
} }
void AssaultWeaponBehaviour::playSound() void AssaultWeaponBehaviour::playFireSound()
{ {
if (!IsClient) { if (!IsClient) {
return; return;
@@ -194,6 +200,19 @@ void AssaultWeaponBehaviour::playSound()
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
void AssaultWeaponBehaviour::playEmptySound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/weapon/zeroAmmo.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::viewPunch() void AssaultWeaponBehaviour::viewPunch()
{ {
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera"); EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
@@ -386,5 +405,9 @@ void AssaultWeaponBehaviour::showHitMarker()
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner"); EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
if (hitMarkerSpawner.Valid()) { if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner); SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/weapon/hitclick.wav";
m_EventBroker->Publish(e);
} }
} }