Sounds for Roundqueue Board, which is what I've decided I'm calling the thing at the bottom of Intermission under roundqueue conditions now

- Landing sound when doing a hop (uses a Knuckles Chaotix sound, maybe temporary)
- Meter fill sound when checking Rank for Sealed Star
- Stopping early when Rank is too low (same sound as Landing, potentially temporary if someone gets inspired)
This commit is contained in:
toaster 2023-06-09 18:39:00 +01:00
parent ff089afad1
commit e235f29dfe
3 changed files with 31 additions and 0 deletions

View file

@ -1102,6 +1102,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"typri2", false, 64, 16, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // SA2 final boss-type typewriting
{"eggspr", false, 64, 16, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // Sonic Unleashed Trap Spring
{"achiev", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Achievement"},
{"gpmetr", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // End of a "Tutorial Teleport"
{"endwrp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // End of a "Tutorial Teleport"
// SRB2Kart - Drop target sounds

View file

@ -1169,6 +1169,7 @@ typedef enum
sfx_typri2,
sfx_eggspr,
sfx_achiev,
sfx_gpmetr,
sfx_endwrp,
// SRB2Kart - Drop target sounds

View file

@ -1498,6 +1498,35 @@ void Y_Ticker(void)
return;
}
// Animation sounds for roundqueue, see Y_RoundQueueDrawer
if (roundqueue.size != 0
&& roundqueue.position != 0
&& (timer - 1) <= 2*TICRATE)
{
const INT32 through = ((2*TICRATE) - (timer - 1));
if (data.showrank == true
&& roundqueue.position == roundqueue.size-1)
{
// Handle special entry on the end
if (through == data.linemeter && timer > 2)
{
S_StopSoundByID(NULL, sfx_gpmetr);
S_StartSound(NULL, sfx_kc50);
}
else if (through == 0)
{
S_StartSound(NULL, sfx_gpmetr);
}
}
else if (through == 9
&& roundqueue.position < roundqueue.size)
{
// Impactful landing
S_StartSound(NULL, sfx_kc50);
}
}
if (intertic < TICRATE || endtic != -1)
{
return;