audio work
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This commit is contained in:
austin 2025-04-15 14:57:53 -04:00
parent 44c0ed905d
commit 9c3b619be5
5 changed files with 18 additions and 1 deletions

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@ -416,6 +416,9 @@
"nameFirstPerson" : "AttackUnarmed1",
"nameThirdPerson" : "AttackUnarmed1",
"priorityCategory" : "MOVEMENT_MODIFIER"
},
"audioData" : {
"audioPath" : "Audio/movement/action/Whoosh A.wav"
}
},
"activeBones" : [
@ -436,6 +439,9 @@
"nameFirstPerson" : "AttackUnarmed2",
"nameThirdPerson" : "AttackUnarmed2",
"priorityCategory" : "MOVEMENT_MODIFIER"
},
"audioData" : {
"audioPath" : "Audio/movement/action/Whoosh B.wav"
}
},
"activeBones" : [
@ -464,6 +470,9 @@
"nameThirdPerson" : "SwordRHSlash1",
"priorityCategory" : "MOVEMENT_MODIFIER",
"boneGroups" : ["armRight", "handRight"]
},
"audioData" : {
"audioPath" : "Audio/movement/action/Whoosh A.wav"
}
}
},
@ -487,6 +496,9 @@
"nameThirdPerson" : "SwordRHSlash2",
"priorityCategory" : "MOVEMENT_MODIFIER",
"boneGroups" : ["armRight", "handRight"]
},
"audioData" : {
"audioPath" : "Audio/movement/action/Whoosh B.wav"
}
}
},

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@ -1484,6 +1484,8 @@ UI test data fixes
(04/15/2025)
Cull unused assets
Update default texture
Sound effect on swinging fists/weapons
Queue loading audio file on creating virtual spatial source

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@ -64,6 +64,7 @@ public class VirtualAudioSourceManager {
*/
public VirtualAudioSource createVirtualAudioSource(String filePath, VirtualAudioSourceType type, boolean loops, Vector3d position){
VirtualAudioSource source = new VirtualAudioSource(filePath, type, loops, position);
Globals.assetManager.addAudioPathToQueue(filePath);
LoggerInterface.loggerAudio.DEBUG("Create virtual audio source " + filePath);
this.virtualSourceQueue.add(source);
return source;
@ -77,6 +78,7 @@ public class VirtualAudioSourceManager {
*/
public VirtualAudioSource createVirtualAudioSource(String filePath, VirtualAudioSourceType type, boolean loops){
VirtualAudioSource source = new VirtualAudioSource(filePath, type, loops);
Globals.assetManager.addAudioPathToQueue(filePath);
LoggerInterface.loggerAudio.DEBUG("Create virtual audio source " + filePath);
this.virtualSourceQueue.add(source);
return source;
@ -88,6 +90,7 @@ public class VirtualAudioSourceManager {
*/
public VirtualAudioSource createUI(String filePath){
VirtualAudioSource source = new VirtualAudioSource(filePath, VirtualAudioSourceType.UI, false);
Globals.assetManager.addAudioPathToQueue(filePath);
LoggerInterface.loggerAudio.DEBUG("Create virtual audio source " + filePath);
this.virtualSourceQueue.add(source);
return source;
@ -154,7 +157,6 @@ public class VirtualAudioSourceManager {
//add virtual source if necessary
if(category.activeVirtualSources.size() < category.capacity && !category.activeVirtualSources.contains(source)){
//activate source here
category.activeVirtualSources.add(source);
AudioSource realSource = null;
LoggerInterface.loggerAudio.DEBUG("[VirtualAudioSourceManager] MAP Audio to real source! ");
if(source.position == null){
@ -167,6 +169,7 @@ public class VirtualAudioSourceManager {
realSource.setGain(source.gain);
realSource.setOffset(source.totalTimePlayed);
virtualActiveMap.put(source, realSource);
category.activeVirtualSources.add(source);
}
}
}