More work on the sound functions for object placement.

This commit is contained in:
Storm Dragon 2020-09-09 20:55:40 -04:00
parent d456b8b3b3
commit 678af54346

View File

@ -176,7 +176,7 @@ def cut_scene(sounds, soundName):
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
return None
distance = playerPos - objPos
angle = math.radians(distance * 5)
left = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
@ -196,7 +196,7 @@ 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
return None
distance = playerPos - objPos
angle = math.radians(distance * 5)
left = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
@ -207,13 +207,16 @@ def obj_update(x, playerPos, objPos):
right *= -1
# Apply the position information to the channel
x.set_volume(left, right)
# return the channel
return x
def obj_stop(x):
# Tries to stop a playing object channel
try:
x.stop()
return None
except:
pass
return x
def play_random(sounds, soundName, pause = False, interrupt = False):
key = []