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Fixes for pegasus flying wind sound effect
This fixes several aspects of the wind sound effect: -Interpolation of FadeOutSoundInstance breaking the effect's volume controls -Attenuation and panning (3D audio) should now work correctly for other clients -New attenuation curve for velocity based attenuation -New pitch controls same as above -Made effect a continuous loop -Added rate limiter so that sudden movements won't cause volume and pitch jolts (storms?)
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parent
69c8ceac45
commit
e117fe44ea
6 changed files with 55 additions and 14 deletions
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@ -10,6 +10,7 @@ public interface USounds {
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SoundEvent ENTITY_PLAYER_BATPONY_SCREECH = register("entity.player.batpony.screech");
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SoundEvent ENTITY_PLAYER_REBOUND = register("entity.player.rebound");
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SoundEvent ENTITY_PLAYER_PEGASUS_WINGSFLAP = register("entity.player.pegasus.wingsflap");
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SoundEvent ENTITY_PLAYER_PEGASUS_FLYING = register("entity.player.pegasus.flying");
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SoundEvent ENTITY_PLAYER_PEGASUS_DASH = register("entity.player.pegasus.dash");
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SoundEvent ENTITY_PLAYER_PEGASUS_MOLT = register("entity.player.pegasus.molt");
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SoundEvent ENTITY_PLAYER_CHANGELING_BUZZ = register("entity.player.changeling.buzz");
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@ -75,8 +75,10 @@ public class ClientInteractionManager extends InteractionManager {
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PlayerPhysics physics = Pony.of(e).getPhysics();
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return physics.isFlying() && physics.getFlightType() == FlightType.INSECTOID;
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}, USounds.ENTITY_PLAYER_CHANGELING_BUZZ, 1F, 1F, Random.create(seed)));
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} else if (type == SOUND_GLIDING && source instanceof PlayerEntity) {
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} else if (type == SOUND_GLIDING && source instanceof PlayerEntity && isClientPlayer((PlayerEntity) source)) {
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soundManager.play(new MotionBasedSoundInstance(SoundEvents.ITEM_ELYTRA_FLYING, (PlayerEntity)source, Random.create(seed)));
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} else if (type == SOUND_GLIDING && source instanceof PlayerEntity) {
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soundManager.play(new MotionBasedSoundInstance(USounds.ENTITY_PLAYER_PEGASUS_FLYING, (PlayerEntity)source, Random.create(seed)));
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} else if (type == SOUND_MAGIC_BEAM) {
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soundManager.play(new LoopedEntityTrackingSoundInstance(USounds.SPELL_CAST_SHOOT, 0.3F, 1F, source, seed));
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}
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@ -81,6 +81,12 @@ public abstract class FadeOutSoundInstance extends MovingSoundInstance {
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progress = 0;
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}
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protected void setVolume(float vol){
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sourceVolume = vol;
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targetVolume = vol;
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progress = 0;
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}
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private float getLerpedVolume() {
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float delta = MinecraftClient.getInstance().getTickDelta();
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float interpolate = MathHelper.clamp(MathHelper.lerp(delta, prevProgress, progress) / transitionTicks, 0, 1);
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@ -2,6 +2,7 @@ package com.minelittlepony.unicopia.client.sound;
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import com.minelittlepony.unicopia.entity.player.Pony;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.sound.SoundEvent;
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import net.minecraft.util.math.MathHelper;
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@ -11,18 +12,30 @@ public class MotionBasedSoundInstance extends FadeOutSoundInstance {
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private final PlayerEntity player;
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// Tune these if you want to change the way this sounds!
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// Currently just hardcoded for flying because nothing else uses this class
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private static final float MAX_VELOCITY = 1.5f; // Max velocity before we clamp volume (units/tick?)
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private static final float VOLUME_AT_MAX = 1.0f;
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private static final float ATTEN_EXPO = 2.0f; // Exponent for velocity based attenuation
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private static final int FADEIN_TICKS = 20; // Ticks for fade-in
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private static final float MIN_PITCH = 0.7f; // Pitch at 0-speed
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private static final float MAX_PITCH = 2.6f; // Pitch at reference speed MAX_VELOCITY
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private static final float MAX_RATE_TICKS = 20.0f; // How many ticks it takes to go from 0 to max volume (filter!)
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private int tickCount;
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private float currentVal; // Cache last tick's curve value
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public MotionBasedSoundInstance(SoundEvent sound, PlayerEntity player, Random random) {
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super(sound, player.getSoundCategory(), 0.1F, random);
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this.player = player;
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currentVal = 0.0f;
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}
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@Override
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protected boolean shouldKeepPlaying() {
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++tickCount;
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if (player.isRemoved() || tickCount > 200) {
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if (player.isRemoved()) {
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return false;
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}
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@ -32,30 +45,41 @@ public class MotionBasedSoundInstance extends FadeOutSoundInstance {
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return false;
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}
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// Update effect position
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x = ((float)player.getX());
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y = ((float)player.getY());
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z = ((float)this.player.getZ());
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z = ((float)player.getZ());
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// Get velocity
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float f = (float)player.getVelocity().horizontalLength();
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float lastVal = currentVal;
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// First we normalise the volume to the maximum velocity we're targeting, then we make it a curve.
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// Drag is not linear, and neither is the woosh it produces, so a curve makes it sound more natural.
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currentVal = (float) Math.pow(MathHelper.clamp(f / MAX_VELOCITY, 0, 1),ATTEN_EXPO);
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// Primitive lowpass filter/rate limiter thingy to rule out sudden jolts
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currentVal = lastVal + MathHelper.clamp(currentVal - lastVal, -(1/MAX_RATE_TICKS), 1/MAX_RATE_TICKS);
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if (f >= 1.0E-7D) {
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volume = MathHelper.clamp(f / 4F, 0, 1);
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// Multiply output volume by reference volume for overall gain control.
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volume = currentVal * VOLUME_AT_MAX;
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} else {
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volume = 0.0F;
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}
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if (tickCount < 20) {
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volume = 0;
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} else if (tickCount < 40) {
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volume = (float)(volume * ((tickCount - 20) / 20D));
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// If we only just started playing, fade in!
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if (tickCount < FADEIN_TICKS) {
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volume *= ((tickCount) / (float)FADEIN_TICKS);
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}
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if (volume > 0.8F) {
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pitch = 1 + (volume - 0.8F);
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} else {
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pitch = 1;
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}
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// Control pitch with velocity
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pitch = MathHelper.lerp(currentVal,MIN_PITCH,MAX_PITCH);
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setTargetVolume(volume);
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// Setting target volume every frame breaks interpolation. We set volume directly,
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// so that FadeOutSoundInstance only handles stopping the sound with an actual fade out!
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setVolume(volume);
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return true;
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}
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@ -21,6 +21,14 @@
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"unicopia:woosh/woosh5"
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]
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},
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"entity.player.pegasus.flying": {
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"sounds": [
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{
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"name": "unicopia:wind/flying_loop",
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"volume": 0.6
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}
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]
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},
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"item.magic.aura": {
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"category": "player",
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"subtitle": "unicopia.subtitle.magic_aura",
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BIN
src/main/resources/assets/unicopia/sounds/wind/flying_loop.ogg
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BIN
src/main/resources/assets/unicopia/sounds/wind/flying_loop.ogg
Normal file
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