one attack sound; pan internally

This commit is contained in:
Glenn Maynard
2004-07-27 05:12:13 +00:00
parent fec5902dc7
commit 28d2bc6e15
+14 -12
View File
@@ -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 // Need to set Y positions of all these elements in Update since
// they change depending on PlayerOptions. // they change depending on PlayerOptions.
RageSoundParams p;
m_soundMine.Load( THEME->GetPathToS("Player mine"), true ); 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 /* 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. */ * here to play, but allow loading a different sound for different modes. */
switch( GAMESTATE->m_PlayMode ) switch( GAMESTATE->m_PlayMode )
{ {
case PLAY_MODE_RAVE: case PLAY_MODE_RAVE:
case PLAY_MODE_BATTLE: case PLAY_MODE_BATTLE:
m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player battle attack launch p%d",pn+1)), true ); m_soundAttackLaunch.Load( THEME->GetPathToS("Player battle attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player battle attack ending p%d",pn+1)), true ); m_soundAttackEnding.Load( THEME->GetPathToS("Player battle attack ending"), true );
break; break;
default: default:
m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player course attack launch p%d",pn+1)), true ); m_soundAttackLaunch.Load( THEME->GetPathToS("Player course attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player course attack ending p%d",pn+1)), true ); m_soundAttackEnding.Load( THEME->GetPathToS("Player course attack ending"), true );
break; 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 ) void PlayerMinus::Update( float fDeltaTime )