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CAO footstep sounds: Reduce gain to balance volume
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paramat committed Oct 2, 2017
1 parent e2afcf8 commit ee0bfbe
Showing 1 changed file with 8 additions and 7 deletions.
15 changes: 8 additions & 7 deletions src/content_cao.cpp
Expand Up @@ -862,16 +862,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)

float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
m_step_distance_counter += moved;
if(m_step_distance_counter > 1.5*BS)
{
m_step_distance_counter = 0;
if(!m_is_local_player && m_prop.makes_footstep_sound)
{
if (m_step_distance_counter > 1.5f * BS) {
m_step_distance_counter = 0.0f;
if (!m_is_local_player && m_prop.makes_footstep_sound) {
INodeDefManager *ndef = m_client->ndef();
v3s16 p = floatToInt(getPosition() + v3f(0,
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
v3s16 p = floatToInt(getPosition() +
v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
// Reduce footstep gain, as non-local-player footsteps are
// somehow louder.
spec.gain *= 0.6f;
m_client->sound()->playSoundAt(spec, false, getPosition());
}
}
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