rough outline for room audio

This commit is contained in:
jorsi
2020-05-31 19:19:36 -04:00
parent 1d4f48b464
commit 113596fca6
14 changed files with 43 additions and 30 deletions
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+1
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@@ -130,6 +130,7 @@ var AudioEngine = {
AudioEngine.tracks[AudioEngine.currentBackgroundChannel].gain.linearRampToValueAtTime(1.0, fadeTime);
},
changeMusic: function (src) {
console.log('changeMusic ', src);
AudioEngine.loadAudioFile(src)
.then(function (buffer) {
AudioEngine._fadeTrack(buffer);
+11 -8
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@@ -42,7 +42,7 @@ var AudioLibrary = {
ENCOUNTER_SOLDIER: '/audio/soldier.wav',
ENCOUNTER_SNIPER: '/audio/sniper.wav',
MUSIC_DUSTY_PATH: '/audio/dusty-path.wav',
MUSIC_SILENT_FOREST: '/audio/silent-forest.wav',
MUSIC_SILENT_FOREST: '/audio/silent-forest.flac',
MUSIC_LONELY_HUT: '/audio/lonely-hut.wav',
MUSIC_TINY_VILLAGE: '/audio/tiny-village.wav',
MUSIC_MODEST_VILLAGE: '/audio/modest-village.wav',
@@ -50,11 +50,11 @@ var AudioLibrary = {
MUSIC_RAUCOUS_VILLAGE: '/audio/raucous-village.wav',
MUSIC_COMBAT: '/audio/combat.wav',
MUSIC_EVENT: '/audio/event.wav',
MUSIC_FIRE_DEAD: '/audio/fire-dead.wav',
MUSIC_FIRE_SMOLDERING: '/audio/fire-smoldering.wav',
MUSIC_FIRE_FLICKERING: '/audio/fire-flickering.wav',
MUSIC_FIRE_BURNING: '/audio/fire-burning.wav',
MUSIC_FIRE_ROARING: '/audio/fire-roaring.wav',
MUSIC_FIRE_DEAD: '/audio/fire-dead.flac',
MUSIC_FIRE_SMOLDERING: '/audio/fire-smoldering.flac',
MUSIC_FIRE_FLICKERING: '/audio/fire-flickering.flac',
MUSIC_FIRE_BURNING: '/audio/fire-burning.flac',
MUSIC_FIRE_ROARING: '/audio/fire-roaring.flac',
MUSIC_WORLD: '/audio/world.wav',
MUSIC_SPACE: '/audio/space.wav',
MUSIC_TROPOSPHERE: '/audio/troposphere.wav',
@@ -64,6 +64,7 @@ var AudioLibrary = {
MUSIC_EXOSPHERE: '/audio/exosphere.wav',
MUSIC_ENDING: '/audio/ending.wav',
MUSIC_SHIP: '/audio/ship.wav',
BUILD: '/audio/build.flac',
BUILD_TRAP: '/audio/build-trap.wav',
BUILD_CART: '/audio/build-cart.wav',
BUILD_HUT: '/audio/build-hut.wav',
@@ -74,6 +75,7 @@ var AudioLibrary = {
BUILD_WORKSHOP: '/audio/build-workshop.wav',
BUILD_STEELWORKS: '/audio/build-steelworks.wav',
BUILD_ARMOURY: '/audio/build-armoury.wav',
CRAFT: '/audio/craft.flac',
CRAFT_TORCH: '/audio/craft-torch.wav',
CRAFT_WATERSKIN: '/audio/craft-waterskin.wav',
CRAFT_CASK: '/audio/craft-cask.wav',
@@ -88,6 +90,7 @@ var AudioLibrary = {
CRAFT_IRON_SWORD: '/audio/craft-iron-sword.wav',
CRAFT_STEEL_SWORD: '/audio/craft-steel-sword.wav',
CRAFT_RIFLE: '/audio/craft-rifle.wav',
BUY: '/audio/buy.flac',
BUY_SCALES: '/audio/buy-scales.wav',
BUY_TEETH: '/audio/buy-teeth.wav',
BUY_IRON: '/audio/buy-iron.wav',
@@ -111,8 +114,8 @@ var AudioLibrary = {
USE_MEDS: '/audio/use-meds.wav',
WIN_FIGHT: '/audio/win-fight.wav',
LOST_FIGHT: '/audio/lose-fight.wav',
LIGHT_FIRE: '/audio/light-fire.wav',
STOKE_FIRE: '/audio/stoke-fire.wav',
LIGHT_FIRE: '/audio/light-fire.flac',
STOKE_FIRE: '/audio/stoke-fire.flac',
FOOTSTEPS1: '/audio/footsteps-1.wav',
FOOTSTEPS2: '/audio/footsteps-2.wav',
FOOTSTEPS3: '/audio/footsteps-3.wav',
+31 -22
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@@ -9,7 +9,6 @@ var Room = {
_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
buttons: {},
currentFireMusic: null,
Craftables: {
'trap': {
name: _('trap'),
@@ -988,7 +987,9 @@ var Room = {
Notifications.notify(Room, good.buildMsg);
$SM.add('stores["' + thing + '"]', 1);
AudioEngine.playSound(good.audio);
// audio
AudioEngine.playSound(AudioLibrary.BUY);
},
build: function (buildBtn) {
@@ -1043,7 +1044,18 @@ var Room = {
$SM.add('game.buildings["' + thing + '"]', 1);
break;
}
AudioEngine.playSound(craftable.audio);
// audio
switch (craftable.type) {
case 'weapon':
case 'upgrade':
case 'tool':
AudioEngine.playSound(AudioLibrary.CRAFT);
break;
case 'building':
AudioEngine.playSound(AudioLibrary.BUILD);
break;
}
},
needsWorkshop: function (type) {
@@ -1218,25 +1230,22 @@ var Room = {
setMusic() {
// set music based on fire level
var fireValue = $SM.get('game.fire.value');
if ($SM.get('game.fire.value') !== Room.currentFireMusic) {
switch (fireValue) {
case 0:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
break;
case 1:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
break;
case 2:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
break;
case 3:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
break;
case 4:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
break;
}
switch (fireValue) {
case 0:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
break;
case 1:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
break;
case 2:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
break;
case 3:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
break;
case 4:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
break;
}
Room.currentFireMusic = fireValue;
}
};