alien sound changes

- fps independant idle and primal scream sounds
- slightly reduced the max volume of alien movement sounds
This commit is contained in:
pierow 2024-04-29 18:45:41 -04:00
parent 1f3940091a
commit 0f1365b785

View file

@ -9463,11 +9463,11 @@ void AvHPlayer::UpdateAmbientSounds()
int theBaseSpeed, theMaxSpeed; int theBaseSpeed, theMaxSpeed;
this->GetSpeeds(theBaseSpeed, theMaxSpeed); this->GetSpeeds(theBaseSpeed, theMaxSpeed);
float theAlienSoundFreq = 0.3f; float theAlienSoundFreq = 0.3f * gpGlobals->frametime;
float theChanceOfPlayingSound = gpGlobals->frametime*theAlienSoundFreq*(theVelocity/((float)theMaxSpeed)); float theChanceOfPlayingSound = theAlienSoundFreq*(theVelocity/((float)theMaxSpeed));
if(RANDOM_FLOAT(0, 1) < theChanceOfPlayingSound) if(RANDOM_FLOAT(0, 1) < theChanceOfPlayingSound)
{ {
float theVolume = RANDOM_FLOAT(.5, 1.0)*theSilenceVolumeFactor; float theVolume = RANDOM_FLOAT(0.5f, 0.95f /*.5, 1.0*/)*theSilenceVolumeFactor;
if(theVolume > 0.01f) if(theVolume > 0.01f)
{ {
this->PlayRandomRoleSound(kPlayerLevelMoveSoundList, CHAN_VOICE, theVolume); this->PlayRandomRoleSound(kPlayerLevelMoveSoundList, CHAN_VOICE, theVolume);
@ -9481,7 +9481,7 @@ void AvHPlayer::UpdateAmbientSounds()
float theSilenceVolumeFactor = this->GetAlienAdjustedEventVolume(); float theSilenceVolumeFactor = this->GetAlienAdjustedEventVolume();
// If player is part of primal scream, scream defiance! // If player is part of primal scream, scream defiance!
if(RANDOM_FLOAT(0, 1) < .02f && theSilenceVolumeFactor > 0.0) if(RANDOM_FLOAT(0, 1) < (2.0f * gpGlobals->frametime) && theSilenceVolumeFactor > 0.0)
{ {
EMIT_SOUND(this->edict(), CHAN_VOICE, kPrimalScreamResponseSound, theSilenceVolumeFactor, ATTN_NORM); EMIT_SOUND(this->edict(), CHAN_VOICE, kPrimalScreamResponseSound, theSilenceVolumeFactor, ATTN_NORM);
} }
@ -9491,7 +9491,7 @@ void AvHPlayer::UpdateAmbientSounds()
bool theIsGestating = (this->GetUser3() == AVH_USER3_ALIEN_EMBRYO); bool theIsGestating = (this->GetUser3() == AVH_USER3_ALIEN_EMBRYO);
// if idle, check chance for playing idle sound // if idle, check chance for playing idle sound
float theBaseChance = 0.0005f; float theBaseChance = 0.05f * gpGlobals->frametime;
if(theIsGestating) if(theIsGestating)
{ {
theBaseChance *= 10; theBaseChance *= 10;
@ -9499,7 +9499,7 @@ void AvHPlayer::UpdateAmbientSounds()
if(RANDOM_FLOAT(0, 1) < theBaseChance) if(RANDOM_FLOAT(0, 1) < theBaseChance)
{ {
float theVolume = RANDOM_FLOAT(.2, .4)*theSilenceVolumeFactor; float theVolume = RANDOM_FLOAT(0.2f, 0.4f)*theSilenceVolumeFactor;
if(theVolume > 0.01f) if(theVolume > 0.01f)
{ {
if(theIsGestating) if(theIsGestating)