Commit cb45b0d4 authored by Gerhard Stein's avatar Gerhard Stein

fixed some sound issues with the pogo and bounder. Now it should be correct!

parent 83178bf9
...@@ -21,7 +21,6 @@ ...@@ -21,7 +21,6 @@
*/ */
const int PC_Speaker_Volume = 20; // in percent const int PC_Speaker_Volume = 20; // in percent
//const Uint64 PCSpeakerTime = 1288634;
const Uint64 PCSpeakerTime = 0x1234DD; const Uint64 PCSpeakerTime = 0x1234DD;
typedef struct typedef struct
...@@ -31,7 +30,8 @@ typedef struct ...@@ -31,7 +30,8 @@ typedef struct
} AdLibSound; } AdLibSound;
// Game Sounds // Game Sounds
enum GameSound{ enum GameSound
{
// Common Blocks // Common Blocks
SOUND_KEEN_WALK, SOUND_KEEN_WALK2, SOUND_KEEN_WALK, SOUND_KEEN_WALK2,
...@@ -98,6 +98,8 @@ SOUND_BERKELOID_FIREBALL_LANDING, ...@@ -98,6 +98,8 @@ SOUND_BERKELOID_FIREBALL_LANDING,
SOUND_DARTGUN_SHOOT, SOUND_DARTGUN_SHOOT,
SOUND_DOPEFISH_BURP, SOUND_DOPEFISH_BURP,
SOUND_SLUG_DEFECATE, SOUND_SLUG_DEFECATE,
SOUND_BOUNDER_BOUNCE,
SOUND_PLAYER_PADDLE, SOUND_PLAYER_PADDLE,
SOUND_COMPUTER_PADDLE, SOUND_COMPUTER_PADDLE,
SOUND_HIT_SIDEWALL, SOUND_HIT_SIDEWALL,
...@@ -105,7 +107,8 @@ SOUND_COMPUTER_POINT, ...@@ -105,7 +107,8 @@ SOUND_COMPUTER_POINT,
SOUND_PLAYER_POINT SOUND_PLAYER_POINT
}; };
class CAudioResources { class CAudioResources
{
public: public:
CAudioResources(const SDL_AudioSpec &AudioSpec); CAudioResources(const SDL_AudioSpec &AudioSpec);
......
...@@ -15,7 +15,7 @@ const unsigned char SndSlotMapGalaxy[]= ...@@ -15,7 +15,7 @@ const unsigned char SndSlotMapGalaxy[]=
{ {
//52,52, //52,52,
0,1, 0,1,
28,7, 2,7,
23,20, 23,20,
15, 15,
7, 7,
...@@ -77,6 +77,7 @@ const unsigned char SndSlotMapGalaxy[]= ...@@ -77,6 +77,7 @@ const unsigned char SndSlotMapGalaxy[]=
41, 41,
42, 42,
46, 46,
28,
47, 47,
48, 48,
......
...@@ -103,12 +103,12 @@ void CBounder::processBounce() ...@@ -103,12 +103,12 @@ void CBounder::processBounce()
void CBounder::processOnFloor() void CBounder::processOnFloor()
{ {
yinertia = MAX_BOUNCE_BOOST; yinertia = MAX_BOUNCE_BOOST;
playSound( SOUND_KEEN_POGO ); playSound( SOUND_BOUNDER_BOUNCE );
// Decide whether go left, right or just bounce up. // Decide whether go left, right or just bounce up.
// TODO: This will depend on the position of the player, when he is on the object
switch( rand() % 3 ) switch( rand() % 3 )
{ {
case 1:
m_hDir = LEFT; m_hDir = LEFT;
break; break;
case 2: case 2:
...@@ -119,7 +119,7 @@ void CBounder::processOnFloor() ...@@ -119,7 +119,7 @@ void CBounder::processOnFloor()
break; break;
} }
// If player is standing on bounder, he can control him a bit // If player is standing on bounder, he can control him a bit also
if(mpInteractPlayer) if(mpInteractPlayer)
{ {
if(mpInteractPlayer->supportedbyobject) if(mpInteractPlayer->supportedbyobject)
......
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