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Add sword-swing sound effects.

GitOrigin-RevId: 946a808c6f
master
Colin McMillen 4 years ago
parent
commit
de8ca4a374
  1. 1
      Shared/Player.cs
  2. 1
      Shared/Shared.projitems
  3. 1
      Shared/SneakGame.cs
  4. 16
      Shared/SoundEffects.cs

1
Shared/Player.cs

@ -222,6 +222,7 @@ namespace SemiColinGames {
if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
swordSwingTime = 0.3;
swordSwingNum = (swordSwingNum + 1) % swordSwingMax;
SoundEffects.SwordSwings[swordSwingNum % SoundEffects.SwordSwings.Length].Play();
}
result.Y = ySpeed * modelTime;

1
Shared/Shared.projitems

@ -11,6 +11,7 @@
<ItemGroup>
<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Text.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Textures.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Clock.cs" />

1
Shared/SneakGame.cs

@ -64,6 +64,7 @@ namespace SemiColinGames {
// Called once per game. Loads all game content.
protected override void LoadContent() {
base.LoadContent();
SoundEffects.Load(Content);
Textures.Load(Content);
linesOfSight = new LinesOfSight(GraphicsDevice);
LoadLevel();

16
Shared/SoundEffects.cs

@ -0,0 +1,16 @@
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
namespace SemiColinGames {
public static class SoundEffects {
public static SoundEffect[] SwordSwings = new SoundEffect[4];
public static void Load(ContentManager content) {
SwordSwings[0] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_1");
SwordSwings[1] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_2");
SwordSwings[2] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_3");
SwordSwings[3] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_4");
}
}
}
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