Commit Graph

42 Commits

Author SHA1 Message Date
stiffly 94ff12cf66 When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter. 2016-02-10 11:15:49 +01:00
stiffly 2c64ffc3d1 No longer using a variable to see if we're in editor mode. 2016-02-08 16:52:35 +01:00
stiffly aa5878d6df Used config for soundsystem properties. 2016-02-08 16:40:13 +01:00
stiffly 6f163bf3a3 Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice. 2016-02-08 16:13:09 +01:00
stiffly 3a5c0a2762 SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player. 2016-02-08 14:01:32 +01:00
stiffly becb197feb Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day. 2016-02-05 17:46:27 +01:00
stiffly 454eef8225 WIP. Improving player walk logic. 2016-02-05 17:21:48 +01:00
stiffly fbdaf92953 Started refactoring. Put player walk logic in a designated sound system. 2016-02-05 16:39:23 +01:00
stiffly 71a86cab11 removed event that's not being used 2016-02-05 10:07:56 +01:00
stiffly 0a8ee1623f Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	assets
2016-02-04 10:47:30 +01:00
stiffly 2e3e59a1e2 Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	resources/Schema/Entities/Player.xml
2016-02-03 16:52:33 +01:00
stiffly c2833b10c4 Hard coded (read retarded) improvements added to player walk logic 2016-02-03 15:55:32 +01:00
stiffly 938caa6ba2 Now uses OnComponentAttached event. Can now queue sound on a source. 2016-02-03 15:48:25 +01:00
stiffly a64d227cab Assured the volume channels were working. Playing around with drumloop 2016-02-03 10:17:53 +01:00
stiffly 88ad127d8d plays notification on captured/lost point 2016-02-02 14:57:03 +01:00
stiffly cb0feb0b84 Tested hurt event. Randomizes between several different ones. 2016-02-02 13:25:25 +01:00
stiffly 5474a18753 #68 Fixed warning in SoundSystem.cpp 2016-02-01 17:15:51 +01:00
stiffly 4dcf5a8fa0 #68 fixed warning. 2016-02-01 17:05:15 +01:00
stiffly 4ccda5ee43 WIP 2016-02-01 17:03:41 +01:00
stiffly 25b3c02d29 Adding sounds for: jump, walk, shoot 2016-02-01 14:35:23 +01:00
stiffly 950f3f3cf7 Fixed last commit. Removed the wrong thing. 2016-01-27 15:43:40 +01:00
stiffly 246f56c823 Removed brainless logic. 2016-01-27 15:40:01 +01:00
antc13 3baa988ad4 Changed .obj files to our own format. DummyScene.mesh may be broken. 2016-01-23 20:35:58 +01:00
antc13 386e76f642 Puyshing 2016-01-20 09:49:54 +01:00
stiffly be33dfbd69 Forgot to change the velocity for the emitters as well... 2016-01-15 16:10:02 +01:00
stiffly 63704b2e6b Now calculating the velocity for the listener correctly. 2016-01-15 15:43:20 +01:00
stiffly d9dd7f535f When changing camera listener is updated. Also fixed some crashes in RenderSystem when there were no cameras available. 2016-01-15 13:45:08 +01:00
stiffly 3e2cb33bc0 Played around with new map MapVersion1. Was fun ヽ(´▽`)/ 2016-01-15 11:23:29 +01:00
stiffly e248b37ea8 Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	src/Game/Game.cpp
2016-01-15 09:52:52 +01:00
stiffly b80ecc29d8 Added comments and cleaned up in Game.cpp/h 2016-01-14 15:32:53 +01:00
stiffly c916185a7c Does not crash when removing soundemitter component. 2016-01-14 15:06:26 +01:00
stiffly 773a417a90 Merge branch 'master' into Sound 2016-01-14 14:19:48 +01:00
stiffly cca64dca24 Refactoring and commenting. 2016-01-14 13:54:38 +01:00
stiffly c9f11f62d2 Does not delete emitters that are paused and has not yet been played. 2016-01-12 15:37:10 +01:00
stiffly 5697e8bc85 Deleting an entity now tells openal to behave accordingly. 2016-01-12 14:51:10 +01:00
stiffly 976033c2f6 Added events: PlayBackgroundMusic, SetBGMGain, SetSFXGain. Added some editor specific code. 2016-01-12 14:03:00 +01:00
stiffly f80ad1377b Making use of Doppler effect. Added a bunch of events: Pause, stop, continue, variations of play. 2016-01-11 17:52:27 +01:00
stiffly 3cce9f8075 Using absolute transform 2016-01-08 15:29:20 +01:00
stiffly da6e50dc7e Correct orientation. Need to clean this up. 2016-01-07 17:04:43 +01:00
stiffly 2838446072 In lack of camera entity I created a Listener cube to test 3D sound. Works fine. Updates listener pos each tick. 2016-01-07 16:03:33 +01:00
stiffly d8c4c6e5ff Created a primitive SoundSystem. Can play a sound with 'P' button. Using resourcemanager. Not using the created components yet. 2016-01-07 15:22:46 +01:00
sippeangelo 63674946ca Initial directory structure 2015-11-20 15:01:37 +01:00