New function for directional audio that needs to be good volume no matter position but indicate direction.
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34
__init__.py
34
__init__.py
@ -635,6 +635,40 @@ def play_random_positional(sounds, soundName, player_x, object_x):
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volume * right * sfxVolume)
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return channel
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def play_directional_sound(sounds, soundName, playerPos, objPos, centerDistance=3, volume=1.0):
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"""Play a sound with simplified directional audio.
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For sounds that need to be heard clearly regardless of distance, but still provide
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directional feedback. Sound plays at full volume but pans left/right based on relative position.
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Args:
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sounds (dict): Dictionary of sound objects
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soundName (str): Name of sound to play
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playerPos (float): Player's x position
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objPos (float): Object's x position
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centerDistance (float): Distance within which sound plays center (default: 3)
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volume (float): Base volume multiplier (0.0-1.0, default: 1.0)
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Returns:
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pygame.mixer.Channel: The channel the sound is playing on
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"""
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channel = sounds[soundName].play()
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if channel:
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# Apply volume settings
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finalVolume = volume * sfxVolume * masterVolume
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# If player is within centerDistance tiles of object, play in center
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if abs(playerPos - objPos) <= centerDistance:
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# Equal volume in both speakers (center)
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channel.set_volume(finalVolume, finalVolume)
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elif playerPos > objPos:
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# Object is to the left of player
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channel.set_volume(finalVolume, 0)
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else:
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# Object is to the right of player
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channel.set_volume(0, finalVolume)
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return channel
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def cut_scene(sounds, soundName):
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"""Play a sound as a cut scene, stopping other sounds.
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