void LeprechaunSound::update(const GameTime& gameTime) { SoundComponent::update(gameTime); LeprechaunController& leprechaun = getController(); setEmitter(leprechaun.getPosition(), leprechaun.getForward(), Vector3::up); if (leprechaun.isBeginKick() || leprechaun.isBeginCaneAnimation() || leprechaun.isBeginHatAnimation()) play3DSound("hey"); if (leprechaun.isBeginCaneHit() || leprechaun.isBeginFly() || leprechaun.isBeginStoneHit()) play3DSound("punch"); if (!leprechaun.isLocal()) return; if (leprechaun.hasUsedItem()) { stopSound("yes hahaha"); playSound("yes hahaha"); //play3DSound("yes hahaha"); } if (leprechaun.hasCollectedItem()) { stopSound("door slamming"); playSound("door slamming"); //play3DSound("door slamming"); } }
void AudioManager::playBlootSplat(Ogre::Vector3 v) { current_blood++; if(current_blood == SOUNDS_NUM_BLOOD) current_blood = 0; play3DSound(_blood_splats[current_blood], 0, v); }
void AudioManager::playPintoDie(Ogre::Vector3 v) { play3DSound(_pinto_die, 0, v); }
void AudioManager::playHairChange(Ogre::Vector3 v) { play3DSound(_change_hair, 0, v); }
void AudioManager::playPintoSpawn(Ogre::Vector3 v) { play3DSound(_pinto_spawn, 0, v); }
void AudioManager::playPickWeapon(Ogre::Vector3 v) { play3DSound(_pick_weapon, 0, v); }
void AudioManager::playOutOfAmmo(Ogre::Vector3 v) { play3DSound(_out_of_ammo, 0, v); }
void AudioManager::playBlasterCharge(Ogre::Vector3 v, uint32_t sound_volume) { play3DSound(_blaster_charge, 0, v, sound_volume); }
void AudioManager::playDeath(Ogre::Vector3 v) { play3DSound(_death, 0, v); }
void AudioManager::playReload(Ogre::Vector3 v, uint32_t weapon_id) { play3DSound(_reloads[weapon_id], 0, v); }
void AudioManager::playJetPack(Ogre::Vector3 v) { play3DSound(_jetpack, 0, v); }
void AudioManager::playWalkStep(Ogre::Vector3 v) { play3DSound(_footstep[RAND_RANGE(0, 7)], 0, v); }
void AudioManager::playBulletDirtCollision(Ogre::Vector3 v) { current_dust++; if(current_dust == SOUNDS_NUM_BULLET) current_dust = 0; play3DSound(_bulletDirtCollision[current_dust], 0, v); }
void AudioManager::playWeaponFire(Ogre::Vector3 v, uint32_t weapon_id, uint32_t sound_volume) { current_fire++; if(current_fire == SOUNDS_NUM_PER_WEAPON) current_fire = 0; play3DSound(_rifleFire[weapon_id][current_fire], 0, v, sound_volume); }