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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.
This commit is contained in:
vorenon 2013-08-02 16:33:39 +02:00
parent f57c829cba
commit aa45127895

View file

@ -502,11 +502,11 @@ bool CharacterController::updateNpcState()
{ {
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(complete < 0.5f) 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) else if(complete < 1.0f)
sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f); sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f); //Medium attack
else else
sndMgr->playSound3D(mPtr, "SwishS", 1.0f, 1.0f); sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.2f); //Strong attack
} }
stats.setAttackStrength(complete); stats.setAttackStrength(complete);