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 Post subject: Ghost VMK 50 - Heartbeat & Footsteps
PostPosted: Fri Dec 10, 2010 7:11 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1105
Location: Ontario Canada
Two new sound effects are added into Ghost Toast in this VMK. The heartbeat sound is activated when the players health drops below 20. Footsteps are heard when the player moves in the game.


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PostPosted: Fri Dec 10, 2010 7:12 am 
Site Admin

Joined: Sun Feb 11, 2007 8:59 am
Posts: 1105
Location: Ontario Canada
After reviewing the VMK I noticed the following:
* The footsteps sounds are very difficult to hear in the video due to the compression.
* It is better to set the looping state of an audio file once, right after you create the source in loadingLevelData() rather than continually setting the looping state right before playing the sound file.
* Instead of using m_bPlayerWalking, you could use pAudio->isPlaying( AUDIO_FOOT_STEPS )


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 Post subject: Re: Ghost VMK 50 - Heartbeat & Footsteps
PostPosted: Sat Oct 15, 2011 5:10 am 

Joined: Sat Aug 16, 2008 7:58 am
Posts: 448
I just recently found a small bug that deals with the footsteps.

If you are playing the game and holding down the "w" key or "up arrow" to walk forward and the footsteps sound is playing with looping set to true and you continue to hold it and happen to press either the tab key for the console or escape key for the menu. If you listen you can still hear the footsteps. To fix this it is fairly simple.

For the console add this inside the IsConsoleOpen() function inside the if statement where we check to see if it is being opened.

if ( m_bPlayerWalking == true ) {
AudioManager::Get()->Pause( AUDIO_FOOT_STEPS );
}

and for the Pause Menu where you press the "Esc" key while in play mode. You need to modify the HandleKeyboard() function in the else if branch where gs == GS_PAUSE. Add this.

if ( AudioManager::Get()->IsPlaying( AUDIO_FOOT_STEPS ) ) {
AudioManager::Get()->Pause( AUDIO_FOOT_STEPS );
}

This will stop the footsteps from playing.

Hope this helps


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