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919d122
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skate audio fadeout
author
hgn
<hgodden00@gmail.com>
Sun, 26 Mar 2023 23:47:27 +0000
(
00:47
+0100)
committer
hgn
<hgodden00@gmail.com>
Sun, 26 Mar 2023 23:47:27 +0000
(
00:47
+0100)
player_skate.c
patch
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diff --git
a/player_skate.c
b/player_skate.c
index c6e5db6ab6c188cd3cc901301b751fa530829ecb..df54c58e02fbe411734b7e38ce8dddd70f4899e1 100644
(file)
--- a/
player_skate.c
+++ b/
player_skate.c
@@
-22,6
+22,20
@@
VG_STATIC void player__skate_bind( player_instance *player )
s->anim_grabs = skeleton_get_anim( sk, "grabs" );
}
s->anim_grabs = skeleton_get_anim( sk, "grabs" );
}
+VG_STATIC void player__skate_kill_audio( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ audio_lock();
+ if( s->aud_main )
+ s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
+ if( s->aud_air )
+ s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
+ if( s->aud_slide )
+ s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
+ audio_unlock();
+}
+
/*
* Collision detection routines
*
/*
* Collision detection routines
*
@@
-636,6
+650,7
@@
VG_STATIC void skate_apply_trick_model( player_instance *player )
if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
+ player__skate_kill_audio( player );
player__dead_transition( player );
}
player__dead_transition( player );
}
@@
-967,6
+982,7
@@
VG_STATIC void player__skate_pre_update( player_instance *player )
angles[2] = 0.0f;
player->holdout_time = 0.25f;
angles[2] = 0.0f;
player->holdout_time = 0.25f;
+ player__skate_kill_audio( player );
player__walk_transition( player, angles );
return;
}
player__walk_transition( player, angles );
return;
}
@@
-2065,6
+2081,7
@@
begin_collision:;
v3_lerp( start_co, player->rb.co, t, player->rb.co );
rb_update_transform( &player->rb );
v3_lerp( start_co, player->rb.co, t, player->rb.co );
rb_update_transform( &player->rb );
+ player__skate_kill_audio( player );
player__dead_transition( player );
return;
}
player__dead_transition( player );
return;
}