Clean up some formatting

This commit is contained in:
Sollace 2022-10-04 21:52:21 +02:00
parent e9649d9743
commit 349e4bc06e

View file

@ -9,17 +9,17 @@ import net.minecraft.util.math.random.Random;
public class MotionBasedSoundInstance extends FadeOutSoundInstance { public class MotionBasedSoundInstance extends FadeOutSoundInstance {
private final PlayerEntity player;
// Tune these if you want to change the way this sounds! // Tune these if you want to change the way this sounds!
// Currently just hardcoded for flying because nothing else uses this class // Currently just hardcoded for flying because nothing else uses this class
private static final float MAX_VELOCITY = 1.5f; // Max velocity before we clamp volume (units/tick?) private static final float MAX_VELOCITY = 1.5F; // Max velocity before we clamp volume (units/tick?)
private static final float VOLUME_AT_MAX = 1.0f; private static final float VOLUME_AT_MAX = 1;
private static final float ATTEN_EXPO = 2.0f; // Exponent for velocity based attenuation private static final float ATTEN_EXPO = 2; // Exponent for velocity based attenuation
private static final int FADEIN_TICKS = 20; // Ticks for fade-in private static final int FADEIN_TICKS = 20; // Ticks for fade-in
private static final float MIN_PITCH = 0.7f; // Pitch at 0-speed private static final float MIN_PITCH = 0.7F; // Pitch at 0-speed
private static final float MAX_PITCH = 2.6f; // Pitch at reference speed MAX_VELOCITY private static final float MAX_PITCH = 2.6F; // Pitch at reference speed MAX_VELOCITY
private static final float MAX_RATE_TICKS = 20.0f; // How many ticks it takes to go from 0 to max volume (filter!) private static final float MAX_RATE_TICKS = 20; // How many ticks it takes to go from 0 to max volume (filter!)
private final PlayerEntity player;
private int tickCount; private int tickCount;
private float currentVal; // Cache last tick's curve value private float currentVal; // Cache last tick's curve value
@ -27,7 +27,6 @@ public class MotionBasedSoundInstance extends FadeOutSoundInstance {
public MotionBasedSoundInstance(SoundEvent sound, PlayerEntity player, Random random) { public MotionBasedSoundInstance(SoundEvent sound, PlayerEntity player, Random random) {
super(sound, player.getSoundCategory(), 0.1F, random); super(sound, player.getSoundCategory(), 0.1F, random);
this.player = player; this.player = player;
currentVal = 0.0f;
} }
@Override @Override
@ -45,9 +44,9 @@ public class MotionBasedSoundInstance extends FadeOutSoundInstance {
} }
// Update effect position // Update effect position
x = ((float)player.getX()); x = (float)player.getX();
y = ((float)player.getY()); y = (float)player.getY();
z = ((float)player.getZ()); z = (float)player.getZ();
// Get velocity // Get velocity
float f = (float)player.getVelocity().horizontalLength(); float f = (float)player.getVelocity().horizontalLength();
@ -56,10 +55,10 @@ public class MotionBasedSoundInstance extends FadeOutSoundInstance {
// First we normalise the volume to the maximum velocity we're targeting, then we make it a curve. // First we normalise the volume to the maximum velocity we're targeting, then we make it a curve.
// Drag is not linear, and neither is the woosh it produces, so a curve makes it sound more natural. // Drag is not linear, and neither is the woosh it produces, so a curve makes it sound more natural.
currentVal = (float) Math.pow(MathHelper.clamp(f / MAX_VELOCITY, 0, 1),ATTEN_EXPO); currentVal = (float) Math.pow(MathHelper.clamp(f / MAX_VELOCITY, 0, 1), ATTEN_EXPO);
// Primitive lowpass filter/rate limiter thingy to rule out sudden jolts // Primitive lowpass filter/rate limiter thingy to rule out sudden jolts
currentVal = lastVal + MathHelper.clamp(currentVal - lastVal, -(1/MAX_RATE_TICKS), 1/MAX_RATE_TICKS); currentVal = lastVal + MathHelper.clamp(currentVal - lastVal, -1 / MAX_RATE_TICKS, 1 / MAX_RATE_TICKS);
if (f >= 1.0E-7D) { if (f >= 1.0E-7D) {
// Multiply output volume by reference volume for overall gain control. // Multiply output volume by reference volume for overall gain control.
@ -70,7 +69,7 @@ public class MotionBasedSoundInstance extends FadeOutSoundInstance {
// If we only just started playing, fade in! // If we only just started playing, fade in!
if (tickCount < FADEIN_TICKS) { if (tickCount < FADEIN_TICKS) {
volume *= ((tickCount) / (float)FADEIN_TICKS); volume *= tickCount / (float)FADEIN_TICKS;
} }
// Control pitch with velocity // Control pitch with velocity