positional sound!

This commit is contained in:
Chris Forbes
2010-05-12 21:39:49 +12:00
parent 4bb268075c
commit dd52aa1728
19 changed files with 60 additions and 29 deletions

View File

@@ -70,7 +70,7 @@ namespace OpenRA.Mods.RA
self.World.Add(args.weapon.Projectile.Create(args));
if (!string.IsNullOrEmpty(args.weapon.Report))
Sound.Play(args.weapon.Report + ".aud");
Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
}
}
}

View File

@@ -55,7 +55,7 @@ namespace OpenRA.Mods.RA
if (curtain != null)
curtain.traits.Get<RenderBuilding>().PlayCustomAnim(curtain, "active");
Sound.Play("ironcur9.aud");
Sound.Play("ironcur9.aud", order.TargetActor.CenterLocation);
order.TargetActor.traits.Get<IronCurtainable>().Activate(order.TargetActor,
(int)((Info as IronCurtainPowerInfo).Duration * 25 * 60));

View File

@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA
Util.CenterOfCell((1 / 24f * self.CenterLocation).ToInt2()),
self.traits.Get<Unit>().Altitude, a)));
Sound.Play("chute1.aud");
Sound.Play("chute1.aud", self.CenterLocation);
}
}
}

View File

@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.SupportPowers
if (success)
{
Sound.Play("chrono2.aud");
Sound.Play("chrono2.aud", chronosphere.CenterLocation);
// Trigger screen desaturate effect
foreach (var a in self.World.Queries.WithTrait<ChronoshiftPaletteEffect>())