forked from Mirrors/openclonk
Add sound (by ala) for water and acid rain
parent
f5ce3dc12b
commit
c0275011b3
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@ -180,6 +180,19 @@ protected func FxProcessCloudTimer()
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// Change mode, reset timer.
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// Change mode, reset timer.
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mode = (mode + 1) % 3;
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mode = (mode + 1) % 3;
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mode_time = 480 + RandomX(-90, 90);
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mode_time = 480 + RandomX(-90, 90);
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// Start or stop the rain sound.
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// TODO: Sound should play where the rain hits the ground, not where the cloud is.
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if (mode == CLOUD_ModeRaining)
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{
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var mat = RainMat();
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if (mat == "Water" || mat == "Acid")
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Sound("Liquids::StereoRain", false, 80, nil, +1, 1000);
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}
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else
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{
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Sound("Liquids::StereoRain",,,, -1);
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}
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}
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}
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// Process modes.
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// Process modes.
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/*if (mode == CLOUD_ModeIdle)
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/*if (mode == CLOUD_ModeIdle)
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@ -249,6 +262,15 @@ private func Precipitation()
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return;
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return;
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}
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}
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// Check if liquid is maybe in frozen form.
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private func RainMat()
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{
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if (rain_mat_freeze_temp != nil && GetTemperature() < rain_mat_freeze_temp)
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return rain_mat_frozen;
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else
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return rain_mat;
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}
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local last_raindrop_color = nil;
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local last_raindrop_color = nil;
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local particle_cache;
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local particle_cache;
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@ -268,12 +290,7 @@ private func RainDrop()
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var ydir = 30;
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var ydir = 30;
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if (!GBackSky(x, y))
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if (!GBackSky(x, y))
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continue;
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continue;
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// Check if liquid is maybe in frozen form.
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var mat = RainMat();
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var mat;
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if (rain_mat_freeze_temp != nil && GetTemperature() < rain_mat_freeze_temp)
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mat = rain_mat_frozen;
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else
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mat = rain_mat;
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if(mat == "Ice")
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if(mat == "Ice")
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{
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{
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