Improved sound while walking on left/right only.
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0ef11785ec
commit
0c73e98876
75
__init__.py
75
__init__.py
@ -173,45 +173,46 @@ def cut_scene(sounds, soundName):
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pygame.mixer.stop()
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pygame.event.pump()
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def obj_play(sounds, soundName, playerPos, objPos):
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distance = playerPos - objPos
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if distance > 9 or distance < -9:
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# The item is out of range, so play it at 0
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left = 0
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right = 0
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elif distance == 0:
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left = 0.9
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right = 0.9
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else:
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angle = math.radians(distance * 5)
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left = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle))
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right = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
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if left < 0: left *= -1
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if right < 0: right *= -1
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# x is the channel for the sound
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x = sounds[soundName].play(-1)
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# Apply the position information to the channel
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x.set_volume(left, right)
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# return the channel so that it can be used in the update and stop functions.
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return x
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def obj_update(x, playerPos, objPos):
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distance = playerPos - objPos
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if distance > 9 or distance < -9:
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left = 0
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right = 0
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elif distance == 0:
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left = 0.9
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right = 0.9
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def calculate_volume_and_pan(player_pos, obj_pos):
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distance = abs(player_pos - obj_pos)
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max_distance = 12 # Maximum audible distance
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if distance > max_distance:
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return 0, 0, 0 # No sound if out of range
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# Calculate volume (non-linear scaling for more noticeable changes)
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volume = ((max_distance - distance) / max_distance) ** 1.5
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# Determine left/right based on relative position
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if player_pos < obj_pos:
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# Object is to the right
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left = max(0, 1 - (obj_pos - player_pos) / max_distance)
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right = 1
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elif player_pos > obj_pos:
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# Object is to the left
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left = 1
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right = max(0, 1 - (player_pos - obj_pos) / max_distance)
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else:
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angle = math.radians(distance * 5)
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left = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle))
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right = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
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if left < 0: left *= -1
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if right < 0: right *= -1
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# Apply the position information to the channel
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x.set_volume(left, right)
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# return the channel
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# Player is on the object
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left = right = 1
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return volume, left, right
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def obj_play(sounds, soundName, player_pos, obj_pos):
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volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
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if volume == 0:
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return None # Don't play if out of range
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# Play the sound on a new channel
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x = sounds[soundName].play(-1)
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# Apply the volume and pan
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x.set_volume(volume * left, volume * right)
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return x
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def obj_update(x, player_pos, obj_pos):
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if x is None:
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return None
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volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
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if volume == 0:
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x.stop()
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return None
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# Apply the volume and pan
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x.set_volume(volume * left, volume * right)
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return x
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def obj_stop(x):
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