[Mald PR] Plushie sound 1984 (#39250)
* Make melee sounds respect their audio params * Make food sounds respect audio params * Plushie sound 1984 Most plushies have been made quieter (by varying degrees depending on how obnoxious the original sound was) Made plushies 3x slower to use (squeak every 3 seconds / hit somebody every 3 seconds)
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@@ -48,17 +48,17 @@ public sealed class MeleeSoundSystem : EntitySystem
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{
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if (damageType == null && damageSoundComp.NoDamageSound != null)
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{
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_audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
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_audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, userUid, damageSoundComp.NoDamageSound.Params.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (damageType != null && damageSoundComp.SoundTypes?.TryGetValue(damageType, out var damageSoundType) == true)
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{
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_audio.PlayPredicted(damageSoundType, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
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_audio.PlayPredicted(damageSoundType, coords, userUid, damageSoundType.Params.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (damageType != null && damageSoundComp.SoundGroups?.TryGetValue(damageType, out var damageSoundGroup) == true)
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{
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_audio.PlayPredicted(damageSoundGroup, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
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_audio.PlayPredicted(damageSoundGroup, coords, userUid, damageSoundGroup.Params.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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@@ -68,17 +68,17 @@ public sealed class MeleeSoundSystem : EntitySystem
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{
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if (hitSoundOverride != null)
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{
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_audio.PlayPredicted(hitSoundOverride, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
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_audio.PlayPredicted(hitSoundOverride, coords, userUid, hitSoundOverride.Params.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (hitSound != null)
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{
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_audio.PlayPredicted(hitSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
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_audio.PlayPredicted(hitSound, coords, userUid, hitSound.Params.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else
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{
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_audio.PlayPredicted(noDamageSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
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_audio.PlayPredicted(noDamageSound, coords, userUid, noDamageSound.Params.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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