Improved sound while walking on left/right only.

This commit is contained in:
Storm Dragon 2024-07-05 17:24:23 -04:00
parent 0ef11785ec
commit 0c73e98876

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@ -173,45 +173,46 @@ def cut_scene(sounds, soundName):
pygame.mixer.stop() pygame.mixer.stop()
pygame.event.pump() pygame.event.pump()
def obj_play(sounds, soundName, playerPos, objPos):
distance = playerPos - objPos
if distance > 9 or distance < -9:
# The item is out of range, so play it at 0
left = 0
right = 0
elif distance == 0:
left = 0.9
right = 0.9
else:
angle = math.radians(distance * 5)
left = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle))
right = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
if left < 0: left *= -1
if right < 0: right *= -1
# x is the channel for the sound
x = sounds[soundName].play(-1)
# Apply the position information to the channel
x.set_volume(left, right)
# return the channel so that it can be used in the update and stop functions.
return x
def obj_update(x, playerPos, objPos): def calculate_volume_and_pan(player_pos, obj_pos):
distance = playerPos - objPos distance = abs(player_pos - obj_pos)
if distance > 9 or distance < -9: max_distance = 12 # Maximum audible distance
left = 0 if distance > max_distance:
right = 0 return 0, 0, 0 # No sound if out of range
elif distance == 0: # Calculate volume (non-linear scaling for more noticeable changes)
left = 0.9 volume = ((max_distance - distance) / max_distance) ** 1.5
right = 0.9 # Determine left/right based on relative position
if player_pos < obj_pos:
# Object is to the right
left = max(0, 1 - (obj_pos - player_pos) / max_distance)
right = 1
elif player_pos > obj_pos:
# Object is to the left
left = 1
right = max(0, 1 - (player_pos - obj_pos) / max_distance)
else: else:
angle = math.radians(distance * 5) # Player is on the object
left = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle)) left = right = 1
right = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle)) return volume, left, right
if left < 0: left *= -1
if right < 0: right *= -1 def obj_play(sounds, soundName, player_pos, obj_pos):
# Apply the position information to the channel volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
x.set_volume(left, right) if volume == 0:
# return the channel return None # Don't play if out of range
# Play the sound on a new channel
x = sounds[soundName].play(-1)
# Apply the volume and pan
x.set_volume(volume * left, volume * right)
return x
def obj_update(x, player_pos, obj_pos):
if x is None:
return None
volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
if volume == 0:
x.stop()
return None
# Apply the volume and pan
x.set_volume(volume * left, volume * right)
return x return x
def obj_stop(x): def obj_stop(x):