Add sword-swing sound effects.
GitOrigin-RevId: 946a808c6f7e96297ec291f2b8e55ae062d5193b
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@ -222,6 +222,7 @@ namespace SemiColinGames {
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if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
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swordSwingTime = 0.3;
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swordSwingNum = (swordSwingNum + 1) % swordSwingMax;
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SoundEffects.SwordSwings[swordSwingNum % SoundEffects.SwordSwings.Length].Play();
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}
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result.Y = ySpeed * modelTime;
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@ -11,6 +11,7 @@
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Text.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Textures.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Clock.cs" />
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@ -64,6 +64,7 @@ namespace SemiColinGames {
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// Called once per game. Loads all game content.
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protected override void LoadContent() {
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base.LoadContent();
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SoundEffects.Load(Content);
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Textures.Load(Content);
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linesOfSight = new LinesOfSight(GraphicsDevice);
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LoadLevel();
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16
Shared/SoundEffects.cs
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16
Shared/SoundEffects.cs
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@ -0,0 +1,16 @@
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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namespace SemiColinGames {
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public static class SoundEffects {
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public static SoundEffect[] SwordSwings = new SoundEffect[4];
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public static void Load(ContentManager content) {
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SwordSwings[0] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_1");
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SwordSwings[1] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_2");
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SwordSwings[2] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_3");
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SwordSwings[3] = content.Load<SoundEffect>("sfx/zapsplat/sword_whoosh_4");
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}
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}
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}
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