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Add dedicated snort and whinny idle sounds with longer intervals
Created specific idle sound pool using only horse snorts and whinnies. Re-enabled idle sounds with much longer interval (20-40 seconds). Changes: - Added horseIdleSounds_ pool: mHorseStand3A (snort) + mHorseAggroA (whinny) - Updated playIdleSound() to use dedicated pool instead of mixed breath sounds - Increased idle sound interval from 8-15s to 20-40s (less frequent) - Removed flying mount idle sounds (too aggressive) - Increased volume slightly (0.35x) for better audibility
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22 changed files with 36 additions and 25 deletions
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@ -1102,19 +1102,19 @@ void Renderer::updateCharacterAnimation() {
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mountActiveFidget_ = 0; // Cancel any active fidget
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}
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// Idle ambient sounds: DISABLED for now (too frequent/annoying)
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// if (!moving && mountSoundManager) {
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// mountIdleSoundTimer_ += lastDeltaTime_;
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// static float nextIdleSoundTime = 8.0f + (rand() % 8); // 8-15 seconds
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//
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// if (mountIdleSoundTimer_ >= nextIdleSoundTime) {
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// mountSoundManager->playIdleSound();
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// mountIdleSoundTimer_ = 0.0f;
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// nextIdleSoundTime = 8.0f + (rand() % 8); // Randomize next sound time
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// }
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// } else if (moving) {
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// mountIdleSoundTimer_ = 0.0f; // Reset timer when moving
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// }
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// Idle ambient sounds: snorts and whinnies only, less frequent
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if (!moving && mountSoundManager) {
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mountIdleSoundTimer_ += lastDeltaTime_;
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static float nextIdleSoundTime = 20.0f + (rand() % 21); // 20-40 seconds
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if (mountIdleSoundTimer_ >= nextIdleSoundTime) {
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mountSoundManager->playIdleSound();
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mountIdleSoundTimer_ = 0.0f;
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nextIdleSoundTime = 20.0f + (rand() % 21); // Randomize next sound time
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}
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} else if (moving) {
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mountIdleSoundTimer_ = 0.0f; // Reset timer when moving
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}
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// Only update animation if it changed and we're not in an action sequence or playing a fidget
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if (mountAction_ == MountAction::None && mountActiveFidget_ == 0 && (!haveMountState || curMountAnim != mountAnimId)) {
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