audio work
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austin 2024-08-15 13:59:20 -04:00
parent aa03c93308
commit 0484e54f08
6 changed files with 9 additions and 6 deletions

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@ -344,9 +344,6 @@
"priorityCategory": "MOVEMENT_MODIFIER",
"boneGroups" : ["armLeft", "armRight", "handLeft", "handRight"]
},
"windUpAudio" : {
"audioPath" : "Audio/weapons/swordUnsheath1.ogg"
},
"mainAnimation" : {
"nameThirdPerson": "HoldItemR2HBlock",
"nameFirstPerson": "HoldItemR2HBlock",

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@ -20,3 +20,4 @@
+ bug fixes
Fix grass rendering distance
Fix hitbox audio not playing spatially
Fix audio freakout when attack while jumping/falling (should block regular attack while aerial)

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@ -578,6 +578,7 @@ Server block nullchecks
Melee AI tweaks
Walk tree
Slow down strafe movement somehow
Better creature damage sfx
# TODO
@ -744,6 +745,9 @@ Weather tracking
- Keeps track at macro level of precipitation
Color Palette Generator
Foliage Manager upgrades
- Add wind simulation if relevant

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@ -22,9 +22,9 @@ public class HitboxAudioService {
* Default audio files to play. Eventually should probably refactor into service that determines audio based on materials
*/
static String[] defaultHitboxAudio = new String[]{
"Audio/weapons/collisions/Massive Punch A.wav",
"Audio/weapons/collisions/Massive Punch B.wav",
"Audio/weapons/collisions/Massive Punch C.wav",
"Audio/weapons/collisions/FleshWeaponHit1.ogg",
// "Audio/weapons/collisions/Massive Punch B.wav",
// "Audio/weapons/collisions/Massive Punch C.wav",
};
/**

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@ -475,6 +475,7 @@ public class Globals {
"/Audio/weapons/swordUnsheath1.ogg",
"/Audio/weapons/swoosh-03.ogg",
"/Audio/movement/Equip A.wav",
"/Audio/weapons/collisions/FleshWeaponHit1.ogg",
"/Audio/weapons/collisions/Massive Punch A.wav",
"/Audio/weapons/collisions/Massive Punch B.wav",
"/Audio/weapons/collisions/Massive Punch C.wav",