Added sounds
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c6ba8bd008
commit
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26 files changed
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-36
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@@ -16,7 +16,6 @@
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#include <android/log.h>
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#endif
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#endif
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@@ -258,10 +257,12 @@ namespace ZL
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menuManager.onItemPickedUp(itemId);
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const Item* item = ItemRegistry::instance().findById(itemId);
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if (item) menuManager.showToast(menuManager.toastTextureItemAdded, item->name);
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audioPlayer->playSoundAsync("audio/831642__ienba__generic-game-pick-up.ogg");
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};
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gameState.inventory.onItemRemoved = [this](const std::string& itemId) {
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const Item* item = ItemRegistry::instance().findById(itemId);
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if (item) menuManager.showToast(menuManager.toastTextureItemRemoved, item->name);
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audioPlayer->playSoundAsync("audio/831642__ienba__generic-game-pick-up.ogg");
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};
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// Wire phone dialogue start function so MenuManager can trigger dialogues.
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@@ -433,7 +434,7 @@ namespace ZL
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uniInteriorParams.playerPosition = Eigen::Vector3f(0.942694, 0, -9.63104);
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gameState.locations["uni_interior"] = std::make_shared<Location>(renderer, gameState.inventory);
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gameState.locations["uni_interior"]->setup(uniInteriorParams, &gameState.questJournal);
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gameState.locations["uni_interior"]->setup(uniInteriorParams, &gameState.questJournal, audioPlayer.get());
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gameState.locations["uni_interior"]->scriptEngine.setGlobalStore(&gameState.globalInts);
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gameState.locations["uni_interior"]->scriptEngine.setGlobalFloatStore(&gameState.globalFloats);
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gameState.locations["uni_interior"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { gameState.isNight = isNight; gameState.isDawn = isDawn; };
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@@ -487,7 +488,7 @@ namespace ZL
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gameState.locations["uni_exterior"] = std::make_shared<Location>(renderer, gameState.inventory);
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gameState.locations["uni_exterior"]->setup(uniExteriorParams, &gameState.questJournal);
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gameState.locations["uni_exterior"]->setup(uniExteriorParams, &gameState.questJournal, audioPlayer.get());
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gameState.locations["uni_exterior"]->scriptEngine.setGlobalStore(&gameState.globalInts);
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gameState.locations["uni_exterior"]->scriptEngine.setGlobalFloatStore(&gameState.globalFloats);
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gameState.locations["uni_exterior"]->requestNightDayTransition = [this](bool isNight, bool isDawn) {
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@@ -547,7 +548,7 @@ namespace ZL
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params_dorm.playerPosition = Eigen::Vector3f(6.76345, 0, -14.6022);
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gameState.locations["location_dorm"] = std::make_shared<Location>(renderer, gameState.inventory);
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gameState.locations["location_dorm"]->setup(params_dorm, &gameState.questJournal);
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gameState.locations["location_dorm"]->setup(params_dorm, &gameState.questJournal, audioPlayer.get());
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gameState.locations["location_dorm"]->scriptEngine.setGlobalStore(&gameState.globalInts);
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gameState.locations["location_dorm"]->scriptEngine.setGlobalFloatStore(&gameState.globalFloats);
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gameState.locations["location_dorm"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { gameState.isNight = isNight; gameState.isDawn = isDawn; };
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@@ -1482,6 +1483,7 @@ namespace ZL
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bool Game::startDarklandsTransition()
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{
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audioPlayer->playSoundAsync("audio/459618__n-lerche__blow.ogg");
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if (!gameState.isNight)
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{
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currentLocation()->dialogueSystem.startDialogue("darklands_day_dialog001");
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