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