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@ -173,48 +173,42 @@ def cut_scene(sounds, soundName):
pygame.mixer.stop() pygame.mixer.stop()
pygame.event.pump() pygame.event.pump()
def obj_play(sounds, sound_name, player_pos, obj_pos):
def calculate_volume_and_pan(player_pos, obj_pos): distance = player_pos - obj_pos
distance = abs(player_pos - obj_pos) if abs(distance) > 9:
max_distance = 12 # Maximum audible distance # The item is out of range, so play it at 0
if distance > max_distance: left = 0
return 0, 0, 0 # No sound if out of range right = 0
# Calculate volume (non-linear scaling for more noticeable changes)
volume = ((max_distance - distance) / max_distance) ** 1.5
# Determine left/right based on relative position
if player_pos < obj_pos:
# Object is to the right
left = max(0, 1 - (obj_pos - player_pos) / max_distance)
right = 1
elif player_pos > obj_pos:
# Object is to the left
left = 1
right = max(0, 1 - (player_pos - obj_pos) / max_distance)
else: else:
# Player is on the object # Calculate the panning based on the distance
left = right = 1 left = max(0, 1 - (distance / 9))
return volume, left, right right = max(0, 1 + (distance / 9))
left = min(1, left)
def obj_play(sounds, soundName, player_pos, obj_pos): right = min(1, right)
volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
if volume == 0:
return None # Don't play if out of range
# Play the sound on a new channel # Play the sound on a new channel
x = sounds[soundName].play(-1) channel = sounds[sound_name].play(-1)
# Apply the volume and pan # Apply the position information to the channel
x.set_volume(volume * left, volume * right) channel.set_volume(left, right)
return x # Return the channel so that it can be used in the update and stop functions.
def obj_update(x, player_pos, obj_pos): return channel
if x is None:
return None def obj_update(channel, player_pos, obj_pos):
volume, left, right = calculate_volume_and_pan(player_pos, obj_pos) distance = player_pos - obj_pos
if volume == 0: if abs(distance) > 9:
x.stop() left = 0
return None right = 0
# Apply the volume and pan else:
x.set_volume(volume * left, volume * right) # Calculate the panning based on the distance
return x left = max(0, 1 - (distance / 9))
right = max(0, 1 + (distance / 9))
left = min(1, left)
right = min(1, right)
# Apply the position information to the channel
channel.set_volume(left, right)
# Return the channel
return channel
soundData
def obj_stop(x): def obj_stop(x):
# Tries to stop a playing object channel # Tries to stop a playing object channel
try: try: