Use proper pitch control for some sounds now that it's available.

This commit is contained in:
Marisa the Magician 2019-08-07 18:34:37 +02:00
commit 383f555fec
3 changed files with 4 additions and 7 deletions

View file

@ -249,10 +249,7 @@ shock/fire tazefire
shock/altfire tazealtf
shock/hit expl03
shock/blast specexpl
$pitchshiftrange 5
shock/ball expla02
$pitchshift shock/ball 5
$pitchshiftrange 0
sshock/blast expl2
sshock/dryfire aclick2

Binary file not shown.

View file

@ -356,7 +356,7 @@ Class ShockBeam : Actor
let r = Spawn("ShockBlastRing",b.pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
int numpt = Random[ASMD](200,300);
for ( int i=0; i<numpt; i++ )
{
@ -584,7 +584,7 @@ Class SuperShockBeam : Actor
let r = Spawn("SuperShockBlastRing",b.pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
int numpt = Random[ASMD](200,300);
for ( int i=0; i<numpt; i++ )
@ -860,7 +860,7 @@ Class ShockBall : Actor
r.pitch = pitch;
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE);
A_PlaySound("shock/ball",CHAN_WEAPON);
A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
A_AlertMonsters();
int numpt = Random[ASMD](50,100);
@ -924,7 +924,7 @@ Class SuperShockBall : Actor
r.pitch = pitch;
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5);
A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5,pitch:FRandom[ASMD](0.5,1.5));
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
A_QuakeEx(8,8,8,30,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.25);
A_AlertMonsters();