From 28d2bc6e15ab268c97e088fd6e3c9a3662a42cfc Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Tue, 27 Jul 2004 05:12:13 +0000 Subject: [PATCH] one attack sound; pan internally --- stepmania/src/Player.cpp | 26 ++++++++++++++------------ 1 file changed, 14 insertions(+), 12 deletions(-) diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index 8453b44bf3..7ccd892166 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -213,30 +213,32 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p // Need to set Y positions of all these elements in Update since // they change depending on PlayerOptions. + RageSoundParams p; m_soundMine.Load( THEME->GetPathToS("Player mine"), true ); - if( GAMESTATE->GetNumPlayersEnabled() == 2 ) - { - /* Two players are active. Play mines on the player's side. */ - RageSoundParams p; - p.m_Balance = (m_PlayerNumber == PLAYER_1)? -1.0f:1.0f; - m_soundMine.SetParams( p ); - } - /* Attacks can be launched in course modes and in battle modes. They both come * here to play, but allow loading a different sound for different modes. */ switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_RAVE: case PLAY_MODE_BATTLE: - m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player battle attack launch p%d",pn+1)), true ); - m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player battle attack ending p%d",pn+1)), true ); + m_soundAttackLaunch.Load( THEME->GetPathToS("Player battle attack launch"), true ); + m_soundAttackEnding.Load( THEME->GetPathToS("Player battle attack ending"), true ); break; default: - m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player course attack launch p%d",pn+1)), true ); - m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player course attack ending p%d",pn+1)), true ); + m_soundAttackLaunch.Load( THEME->GetPathToS("Player course attack launch"), true ); + m_soundAttackEnding.Load( THEME->GetPathToS("Player course attack ending"), true ); break; } + + if( GAMESTATE->GetNumPlayersEnabled() == 2 ) + { + /* Two players are active. Play sounds on this player's side. */ + p.m_Balance = (m_PlayerNumber == PLAYER_1)? -1.0f:1.0f; + } + m_soundMine.SetParams( p ); + m_soundAttackLaunch.SetParams( p ); + m_soundAttackEnding.SetParams( p ); } void PlayerMinus::Update( float fDeltaTime )