one attack sound; pan internally
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+14
-12
@@ -213,30 +213,32 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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RageSoundParams p;
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m_soundMine.Load( THEME->GetPathToS("Player mine"), true );
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if( GAMESTATE->GetNumPlayersEnabled() == 2 )
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{
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/* Two players are active. Play mines on the player's side. */
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RageSoundParams p;
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p.m_Balance = (m_PlayerNumber == PLAYER_1)? -1.0f:1.0f;
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m_soundMine.SetParams( p );
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}
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/* Attacks can be launched in course modes and in battle modes. They both come
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* here to play, but allow loading a different sound for different modes. */
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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case PLAY_MODE_BATTLE:
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m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player battle attack launch p%d",pn+1)), true );
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m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player battle attack ending p%d",pn+1)), true );
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m_soundAttackLaunch.Load( THEME->GetPathToS("Player battle attack launch"), true );
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m_soundAttackEnding.Load( THEME->GetPathToS("Player battle attack ending"), true );
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break;
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default:
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m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player course attack launch p%d",pn+1)), true );
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m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player course attack ending p%d",pn+1)), true );
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m_soundAttackLaunch.Load( THEME->GetPathToS("Player course attack launch"), true );
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m_soundAttackEnding.Load( THEME->GetPathToS("Player course attack ending"), true );
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break;
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}
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if( GAMESTATE->GetNumPlayersEnabled() == 2 )
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{
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/* Two players are active. Play sounds on this player's side. */
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p.m_Balance = (m_PlayerNumber == PLAYER_1)? -1.0f:1.0f;
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}
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m_soundMine.SetParams( p );
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m_soundAttackLaunch.SetParams( p );
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m_soundAttackEnding.SetParams( p );
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}
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void PlayerMinus::Update( float fDeltaTime )
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