A new try at sound panning with walking.
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155ed6ec39
commit
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59
__init__.py
59
__init__.py
@ -173,47 +173,42 @@ 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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def obj_play(sounds, sound_name, player_pos, obj_pos):
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distance = player_pos - obj_pos
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if abs(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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# Calculate the panning based on the distance
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left = max(0, 1 - (distance / 9))
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right = max(0, 1 + (distance / 9))
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left = min(1, left)
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right = min(1, right)
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# Play the sound on a new channel
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channel = sounds[sound_name].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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channel.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 channel
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def obj_update(channel, player_pos, obj_pos):
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distance = player_pos - obj_pos
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if abs(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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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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# Calculate the panning based on the distance
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left = max(0, 1 - (distance / 9))
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right = max(0, 1 + (distance / 9))
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left = min(1, left)
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right = min(1, right)
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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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return x
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channel.set_volume(left, right)
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# Return the channel
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return channel
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soundData
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def obj_stop(x):
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# Tries to stop a playing object channel
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try:
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