From aa45127895c67746b9574b31e6225a553c193419 Mon Sep 17 00:00:00 2001 From: vorenon Date: Fri, 2 Aug 2013 16:33:39 +0200 Subject: [PATCH] Adjusted swish sounds Sorry Chris, I was wrong. The game actually uses SwishM for every attack, but at a different pitch depending on the force of the attack. I realized it after testing your changes. --- apps/openmw/mwmechanics/character.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 0c57582bc..468e9641d 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -502,11 +502,11 @@ bool CharacterController::updateNpcState() { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(complete < 0.5f) - sndMgr->playSound3D(mPtr, "SwishL", 1.0f, 1.0f); + sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 0.8f); //Weak attack else if(complete < 1.0f) - sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f); + sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f); //Medium attack else - sndMgr->playSound3D(mPtr, "SwishS", 1.0f, 1.0f); + sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.2f); //Strong attack } stats.setAttackStrength(complete);