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Use the footstep volume slider for jump landing sounds (Fixes #1968)
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1 changed files with 1 additions and 1 deletions
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@ -728,7 +728,7 @@ void Animation::handleTextKey(AnimState &state, const std::string &groupname, co
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{
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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MWBase::SoundManager::PlayType type = MWBase::SoundManager::Play_TypeSfx;
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MWBase::SoundManager::PlayType type = MWBase::SoundManager::Play_TypeSfx;
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if(evt.compare(10, evt.size()-10, "left") == 0 || evt.compare(10, evt.size()-10, "right") == 0)
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if(evt.compare(10, evt.size()-10, "left") == 0 || evt.compare(10, evt.size()-10, "right") == 0 || evt.compare(10, evt.size()-10, "land") == 0)
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type = MWBase::SoundManager::Play_TypeFoot;
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type = MWBase::SoundManager::Play_TypeFoot;
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sndMgr->playSound3D(mPtr, sound, volume, pitch, type);
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sndMgr->playSound3D(mPtr, sound, volume, pitch, type);
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}
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}
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