Play sounds very near the player at full volume, but spatialize chip pickups
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commit
15a8be1c15
10
js/game.js
10
js/game.js
@ -2556,18 +2556,18 @@ export class Level extends LevelInterface {
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tile[key] = val;
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}
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collect_chip() {
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collect_chip(actor) {
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if (this.chips_remaining > 0) {
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if (this.chips_remaining > 1) {
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this.sfx.play_once('get-chip');
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this.sfx.play_once('get-chip', actor.cell);
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}
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else {
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this.sfx.play_once('get-chip-last');
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this.sfx.play_once('get-chip-last', actor.cell);
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}
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this.chips_remaining--;
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this.chips_remaining -= 1;
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}
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else {
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this.sfx.play_once('get-chip-extra');
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this.sfx.play_once('get-chip-extra', actor.cell);
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}
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}
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@ -270,11 +270,11 @@ class SFXPlayer {
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if ('positionX' in listener) {
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listener.positionX.value = 0;
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listener.positionY.value = 0;
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listener.positionZ.value = -8;
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listener.positionZ.value = -7;
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}
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else {
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// Old way, only one Firefox supports atm ú_ù
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listener.setPosition(0, 0, -8);
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listener.setPosition(0, 0, -7);
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}
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if ('forwardX' in listener) {
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listener.forwardX.value = 0;
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@ -465,7 +465,7 @@ class SFXPlayer {
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listener.positionY.value = y;
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}
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else {
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listener.setPosition(x, y, -8);
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listener.setPosition(x, y, -7);
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}
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}
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@ -1340,7 +1340,7 @@ const TILE_TYPES = {
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blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
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item_priority: PICKUP_PRIORITIES.real_player,
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on_pickup(me, level, other) {
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level.collect_chip();
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level.collect_chip(me);
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return true;
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},
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// Not affected by gray buttons
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@ -3105,7 +3105,7 @@ const TILE_TYPES = {
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blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
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item_priority: PICKUP_PRIORITIES.real_player,
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on_pickup(me, level, other) {
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level.collect_chip();
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level.collect_chip(me);
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return true;
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},
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},
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@ -3115,7 +3115,7 @@ const TILE_TYPES = {
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blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
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item_priority: PICKUP_PRIORITIES.real_player,
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on_pickup(me, level, other) {
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level.collect_chip();
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level.collect_chip(me);
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return true;
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},
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},
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