footsteps sounds

This commit is contained in:
Sagi Dayan 2020-11-27 13:25:26 -05:00
parent 740d3c9dba
commit 3631e21127
9 changed files with 78 additions and 2 deletions

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@ -0,0 +1,21 @@
[remap]
importer="wav"
type="AudioStreamSample"
path="res://.import/foot_step_1.wav-e5bfa642597cfdcbfc1cbbbe178800aa.sample"
[deps]
source_file="res://assets/Audio/SFX/foot_step_1.wav"
dest_files=[ "res://.import/foot_step_1.wav-e5bfa642597cfdcbfc1cbbbe178800aa.sample" ]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop=false
compress/mode=0

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@ -0,0 +1,21 @@
[remap]
importer="wav"
type="AudioStreamSample"
path="res://.import/foot_step_2.wav-b2a1cc7662fdbbb59c158c54078ab489.sample"
[deps]
source_file="res://assets/Audio/SFX/foot_step_2.wav"
dest_files=[ "res://.import/foot_step_2.wav-b2a1cc7662fdbbb59c158c54078ab489.sample" ]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop=false
compress/mode=0

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@ -154,6 +154,8 @@ func _on_landed():
if fall_distance > 150:
AudioManager.play_sfx(AudioManager.Sfx.PLAYER_LAND)
$Camera.start_shake()
else :
play_foot_step_1()
_falling_start_position = position.y
emit_signal("landed", position)
@ -343,6 +345,11 @@ func set_position(pos:Vector2):
position = pos
_falling_start_position = pos.y
func play_foot_step_1():
AudioManager.play_sfx(AudioManager.Sfx.PLAYER_STEP_1)
func play_foot_step_2():
AudioManager.play_sfx(AudioManager.Sfx.PLAYER_STEP_2)
func boost(velocity:Vector2):
if _state == States.DASHING:
_on_DashTimeout_timeout(false)

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@ -600,6 +600,23 @@ tracks/4/keys = {
"update": 1,
"values": [ true ]
}
tracks/5/type = "method"
tracks/5/path = NodePath(".")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0.3, 0.5 ),
"transitions": PoolRealArray( 1, 1 ),
"values": [ {
"args": [ ],
"method": "play_foot_step_1"
}, {
"args": [ ],
"method": "play_foot_step_2"
} ]
}
[sub_resource type="Animation" id=12]
length = 0.3
@ -695,7 +712,7 @@ position = Vector2( 0, -8 )
texture = ExtResource( 8 )
vframes = 13
hframes = 8
frame = 32
frame = 13
[node name="SordRange" type="Area2D" parent="Sprite"]
position = Vector2( -8, 8 )

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@ -2,3 +2,6 @@ extends Level
func ready() -> void:
$AmbiantLighting.change_light("AREA1")
func _enter_tree() -> void:
AudioManager.play_music(AudioManager.Music.Abandon)

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@ -11,7 +11,8 @@ func _ready() -> void:
_player.set_ability("attack", true)
func _enter_tree():
AudioManager.play_music(AudioManager.Music.PreGame)
if AudioManager.current_music() != AudioManager.Music.PreGame:
AudioManager.play_music(AudioManager.Music.PreGame)
func _on_OldDudeIntroArea_body_entered(body: Node) -> void:
if _played_old_man_cutscene: return

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@ -25,6 +25,8 @@ enum Sfx{
COIN_COLLECTION,
ORB_COLLECTION,
PLAYER_JUMP,
PLAYER_STEP_1,
PLAYER_STEP_2,
PLAYER_LAND,
PLAYER_DASH,
PLAYER_ATTACK,
@ -41,6 +43,8 @@ var _sfx_files := {
Sfx.COIN_COLLECTION : load("res://assets/Audio/SFX/coin.wav"),
Sfx.ORB_COLLECTION : load("res://assets/Audio/SFX/orb.wav"),
Sfx.PLAYER_JUMP : load("res://assets/Audio/SFX/player_jump.wav"),
Sfx.PLAYER_STEP_1 : load("res://assets/Audio/SFX/foot_step_1.wav"),
Sfx.PLAYER_STEP_2 : load("res://assets/Audio/SFX/foot_step_2.wav"),
Sfx.PLAYER_LAND : load("res://assets/Audio/SFX/player_land.wav"),
Sfx.PLAYER_DASH : load("res://assets/Audio/SFX/player_dash.wav"),
Sfx.PLAYER_ATTACK : load("res://assets/Audio/SFX/player_attack.wav"),
@ -121,3 +125,5 @@ func _on_Tween_completed(object: Object, key: NodePath) -> void:
pass # Replace with function body.
func current_music():
return _current_music