Use the footstep volume slider for jump landing sounds (Fixes #1968)

deque
scrawl 10 years ago
parent 95378aa6ac
commit db6b04d127

@ -728,7 +728,7 @@ void Animation::handleTextKey(AnimState &state, const std::string &groupname, co
{ {
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
MWBase::SoundManager::PlayType type = MWBase::SoundManager::Play_TypeSfx; MWBase::SoundManager::PlayType type = MWBase::SoundManager::Play_TypeSfx;
if(evt.compare(10, evt.size()-10, "left") == 0 || evt.compare(10, evt.size()-10, "right") == 0) 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)
type = MWBase::SoundManager::Play_TypeFoot; type = MWBase::SoundManager::Play_TypeFoot;
sndMgr->playSound3D(mPtr, sound, volume, pitch, type); sndMgr->playSound3D(mPtr, sound, volume, pitch, type);
} }

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