mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 03:49:02 -06:00
cf8ba16eb1
and also fix a logic issue
98 lines
2.4 KiB
Lua
98 lines
2.4 KiB
Lua
sound_paths = {
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blocks = {
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I = "res/se/piece_i.wav",
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J = "res/se/piece_j.wav",
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L = "res/se/piece_l.wav",
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O = "res/se/piece_o.wav",
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S = "res/se/piece_s.wav",
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T = "res/se/piece_t.wav",
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Z = "res/se/piece_z.wav"
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},
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move = "res/se/move.wav",
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rotate = "res/se/rotate.wav",
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kick = "res/se/kick.wav",
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bottom = "res/se/bottom.wav",
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cursor = "res/se/cursor.wav",
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cursor_lr = "res/se/cursor_lr.wav",
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main_decide = "res/se/main_decide.wav",
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mode_decide = "res/se/mode_decide.wav",
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lock = "res/se/lock.wav",
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hold = "res/se/hold.wav",
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erase = {
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single = "res/se/single.wav",
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double = "res/se/double.wav",
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triple = "res/se/triple.wav",
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quad = "res/se/quad.wav"
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},
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fall = "res/se/fall.wav",
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ready = "res/se/ready.wav",
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go = "res/se/go.wav",
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irs = "res/se/irs.wav",
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ihs = "res/se/ihs.wav",
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-- a secret sound!
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welcome = "res/se/welcomeToCambridge.wav",
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}
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sounds = {}
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-- Replace each sound effect string with its love audiosource counterpart, but only if it exists. This lets the game handle missing SFX.
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for k,v in pairs(sound_paths) do
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if(type(v) == "table") then
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-- list of subsounds
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for k2,v2 in pairs(v) do
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if(love.filesystem.getInfo(sound_paths[k][k2])) then
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-- this file exists
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sounds[k] = sounds[k] or {}
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sounds[k][k2] = love.audio.newSource(sound_paths[k][k2], "static")
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end
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end
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else
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if(love.filesystem.getInfo(sound_paths[k])) then
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-- this file exists
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sounds[k] = love.audio.newSource(sound_paths[k], "static")
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end
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end
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end
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function playSE(sound, subsound)
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if sound ~= nil then
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if sounds[sound] then
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if subsound ~= nil then
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if sounds[sound][subsound] then
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sounds[sound][subsound]:setVolume(config.sfx_volume)
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if sounds[sound][subsound]:isPlaying() then
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sounds[sound][subsound]:stop()
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end
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sounds[sound][subsound]:play()
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end
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else
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sounds[sound]:setVolume(config.sfx_volume)
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if sounds[sound]:isPlaying() then
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sounds[sound]:stop()
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end
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sounds[sound]:play()
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end
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end
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end
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end
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function playSEOnce(sound, subsound)
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if sound ~= nil then
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if sounds[sound] then
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if subsound ~= nil then
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if sounds[sound][subsound] then
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sounds[sound][subsound]:setVolume(config.sfx_volume)
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if sounds[sound][subsound]:isPlaying() then
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return
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end
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sounds[sound][subsound]:play()
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end
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else
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sounds[sound]:setVolume(config.sfx_volume)
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if sounds[sound]:isPlaying() then
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return
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end
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sounds[sound]:play()
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end
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end
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end
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end |