Fixed sound back to th way it was before mostly.
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@@ -114,12 +114,19 @@ class WorldSnare {
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minute_timer.restart();
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}
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// Keep snare sound active so distance-based fade can work.
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if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
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sound_handle = play_1d_tile("sounds/actions/set_snare.ogg", x, position, true);
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if (sound_handle != -1) {
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p.update_sound_positioning_values(sound_handle, SNARE_SOUND_PAN_STEP, to_audio_volume_step(SNARE_SOUND_VOLUME_STEP), true);
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int snare_distance = x - position;
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if (snare_distance < 0) snare_distance = -snare_distance;
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if (snare_distance <= SNARE_SOUND_RANGE) {
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if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
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sound_handle = p.play_1d("sounds/actions/set_snare.ogg", x, position, true);
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if (sound_handle != -1) {
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p.update_sound_positioning_values(sound_handle, SNARE_SOUND_PAN_STEP, SNARE_SOUND_VOLUME_STEP, true);
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}
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}
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} else if (sound_handle != -1) {
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p.destroy_sound(sound_handle);
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sound_handle = -1;
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}
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// Every minute logic (only when active)
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@@ -211,13 +218,20 @@ class WorldFire {
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}
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}
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// Keep fire sound active while burning so distance-based fade can work.
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// Hard cutoff for fire sound.
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if (is_burning()) {
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if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
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sound_handle = play_1d_tile("sounds/items/fire.ogg", x, position, true);
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if (sound_handle != -1) {
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p.update_sound_positioning_values(sound_handle, -1.0, to_audio_volume_step(FIRE_SOUND_VOLUME_STEP), true);
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int fire_distance = x - position;
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if (fire_distance < 0) fire_distance = -fire_distance;
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if (fire_distance <= FIRE_SOUND_RANGE) {
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if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
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sound_handle = p.play_1d("sounds/items/fire.ogg", x, position, true);
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if (sound_handle != -1) {
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p.update_sound_positioning_values(sound_handle, -1.0, FIRE_SOUND_VOLUME_STEP, true);
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}
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}
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} else if (sound_handle != -1) {
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p.destroy_sound(sound_handle);
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sound_handle = -1;
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}
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}
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}
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@@ -322,13 +336,13 @@ class WorldStream {
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// Keep stream sound active so distance-based fade can work.
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if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
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sound_handle = play_1d_tile("sounds/terrain/stream.ogg", x, sound_pos, true);
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sound_handle = p.play_1d("sounds/terrain/stream.ogg", x, sound_pos, true);
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sound_position = sound_pos;
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if (sound_handle != -1) {
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p.update_sound_positioning_values(sound_handle, -1.0, to_audio_volume_step(STREAM_SOUND_VOLUME_STEP), true);
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p.update_sound_positioning_values(sound_handle, -1.0, STREAM_SOUND_VOLUME_STEP, true);
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}
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} else if (sound_position != sound_pos) {
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update_sound_1d_tile(sound_handle, sound_pos);
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p.update_sound_1d(sound_handle, sound_pos);
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sound_position = sound_pos;
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}
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}
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@@ -1186,13 +1200,13 @@ class MountainRange {
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// Keep nearest stream sound active so distance-based fade can work.
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if (nearest_stream != -1) {
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if (stream_sound_handle == -1 || !p.sound_is_active(stream_sound_handle)) {
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stream_sound_handle = play_1d_tile("sounds/terrain/stream.ogg", x, nearest_stream, true);
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stream_sound_handle = p.play_1d("sounds/terrain/stream.ogg", x, nearest_stream, true);
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stream_sound_position = nearest_stream;
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if (stream_sound_handle != -1) {
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p.update_sound_positioning_values(stream_sound_handle, -1.0, to_audio_volume_step(MOUNTAIN_STREAM_VOLUME_STEP), true);
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p.update_sound_positioning_values(stream_sound_handle, -1.0, MOUNTAIN_STREAM_VOLUME_STEP, true);
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}
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} else if (stream_sound_position != nearest_stream) {
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update_sound_1d_tile(stream_sound_handle, nearest_stream);
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p.update_sound_1d(stream_sound_handle, nearest_stream);
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stream_sound_position = nearest_stream;
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}
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}
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