Commit Graph

40 Commits

Author SHA1 Message Date
stiffly aa2475dfd6 Stops bgm when the game is reset. 2016-03-13 15:36:56 +01:00
stiffly f2c7a9f27a Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-13 14:56:00 +01:00
Jace 95f9065037 Merge branch 'master' into Dirtybit
# Conflicts:
#	include/Engine/Sound/SoundManager.h
2016-03-13 01:07:17 +01:00
Jace a1fda82d3a Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself 2016-03-13 00:57:00 +01:00
stiffly 20d46f63c8 The main menu music would not start again when you returned to the main menu. 2016-03-13 00:16:55 +01:00
stiffly 66d0f9fa47 Added menu music 2016-03-11 20:28:09 +01:00
stiffly 3613d66d32 The EPlaySoundOnEntity event now has support to set the gain on the sound. It now also uses EntityWrapper instead of EntityID. 2016-03-03 20:24:48 +01:00
stiffly 4fd578c764 Removed logic that's no longer needed. 2016-02-29 16:26:09 +01:00
stiffly 67dffafe5a Drumloop will now play when a team is about to win 2016-02-26 16:44:08 +01:00
stiffly 7dbb9e452b Added a announcer volume channel. 2016-02-24 15:08:39 +01:00
stiffly 9783f9c650 Added an event to change the background music. 2016-02-24 14:18:42 +01:00
stiffly f72dea3852 Added a system that will handle BGM. Created specific logic for sounds to loop like Petter wants. 2016-02-24 11:51:06 +01:00
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 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 12c05d5a1c Added an Queue event for sound emitters. 2016-02-08 13:59:35 +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 d50caa1763 Gain events tested. works as intended 2016-02-04 16:14:50 +01:00
stiffly 0a8ee1623f Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	assets
2016-02-04 10:47:30 +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 cb0feb0b84 Tested hurt event. Randomizes between several different ones. 2016-02-02 13:25:25 +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 63704b2e6b Now calculating the velocity for the listener correctly. 2016-01-15 15:43:20 +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 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 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