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 @@
*/
const int PC_Speaker_Volume = 20; // in percent
//const Uint64 PCSpeakerTime = 1288634;
const Uint64 PCSpeakerTime = 0x1234DD;
typedef struct
......@@ -31,7 +30,8 @@ typedef struct
} AdLibSound;
// Game Sounds
enum GameSound{
enum GameSound
{
// Common Blocks
SOUND_KEEN_WALK, SOUND_KEEN_WALK2,
......@@ -98,6 +98,8 @@ SOUND_BERKELOID_FIREBALL_LANDING,
SOUND_DARTGUN_SHOOT,
SOUND_DOPEFISH_BURP,
SOUND_SLUG_DEFECATE,
SOUND_BOUNDER_BOUNCE,
SOUND_PLAYER_PADDLE,
SOUND_COMPUTER_PADDLE,
SOUND_HIT_SIDEWALL,
......@@ -105,7 +107,8 @@ SOUND_COMPUTER_POINT,
SOUND_PLAYER_POINT
};
class CAudioResources {
class CAudioResources
{
public:
CAudioResources(const SDL_AudioSpec &AudioSpec);
......
......@@ -15,7 +15,7 @@ const unsigned char SndSlotMapGalaxy[]=
{
//52,52,
0,1,
28,7,
2,7,
23,20,
15,
7,
......@@ -77,6 +77,7 @@ const unsigned char SndSlotMapGalaxy[]=
41,
42,
46,
28,
47,
48,
......
......@@ -103,12 +103,12 @@ void CBounder::processBounce()
void CBounder::processOnFloor()
{
yinertia = MAX_BOUNCE_BOOST;
playSound( SOUND_KEEN_POGO );
playSound( SOUND_BOUNDER_BOUNCE );
// 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 )
{
case 1:
m_hDir = LEFT;
break;
case 2:
......@@ -119,7 +119,7 @@ void CBounder::processOnFloor()
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->supportedbyobject)
......
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