Updated the object placement code code so that if sounds are out of range they still clame the channel, but they do not play at an audible level.[A

This commit is contained in:
Storm Dragon 2020-09-10 18:02:53 -04:00
parent 37aa764d68
commit 536659338e

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@ -174,11 +174,12 @@ def cut_scene(sounds, soundName):
pygame.event.pump() pygame.event.pump()
def obj_play(sounds, soundName, playerPos, objPos): def obj_play(sounds, soundName, playerPos, objPos):
if playerPos - objPos > 9 or playerPos - objPos < -9:
# The sound is out of range, so do nothing.
return None
distance = playerPos - objPos distance = playerPos - objPos
if distance == 0: 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 left = 0.9
right = 0.9 right = 0.9
else: else:
@ -195,12 +196,11 @@ def obj_play(sounds, soundName, playerPos, objPos):
return x return x
def obj_update(x, playerPos, objPos): def obj_update(x, playerPos, objPos):
# attempt to stop sounds that go out of range.
if playerPos - objPos > 9 or playerPos - objPos < -9:
obj_stop(x)
return None
distance = playerPos - objPos distance = playerPos - objPos
if distance == 0: if distance > 9 or distance < -9:
left = 0
right = 0
elif distance == 0:
left = 0.9 left = 0.9
right = 0.9 right = 0.9
else: else: