Change tracks for waves and chill phases
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Data/Audio/relax.wav
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Data/Audio/relax.wav
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Data/Audio/stress.wav
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Data/Audio/stress.wav
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@ -459,6 +459,8 @@ void TELY_OS_DLLInit(TELY_OS *os)
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game->audio[FP_GameAudio_Ambience2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
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game->audio[FP_GameAudio_Ambience2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
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game->audio[FP_GameAudio_Music1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
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game->audio[FP_GameAudio_Music1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
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game->audio[FP_GameAudio_Music2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
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game->audio[FP_GameAudio_Music2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
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game->audio[FP_GameAudio_RelaxMusic] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Relax Music"), DQN_STR8("Data/Audio/relax.wav"));
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game->audio[FP_GameAudio_StressMusic] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Stress Music"), DQN_STR8("Data/Audio/stress.wav"));
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// NOTE: Load sprite sheets ====================================================================
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// NOTE: Load sprite sheets ====================================================================
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os->user_data = game;
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os->user_data = game;
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@ -2020,7 +2022,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
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if (game->play.wave_cooldown_timestamp_ms == 0) {
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if (game->play.wave_cooldown_timestamp_ms == 0) {
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game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
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game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
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TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
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TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
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game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
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game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_RelaxMusic], 1.f);
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TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
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TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
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} else {
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} else {
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// NOTE: Check if cooldown has elapsed, the next wave can start if so
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// NOTE: Check if cooldown has elapsed, the next wave can start if so
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@ -2029,7 +2031,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
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game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
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game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
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game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
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game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
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TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
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TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
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game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
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game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_StressMusic], 1.f, true);
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TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
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TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
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if (monkey_spawn && game->play.current_wave != 0) {
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if (monkey_spawn && game->play.current_wave != 0) {
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@ -340,6 +340,8 @@ enum FP_GameAudio
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FP_GameAudio_Ambience2,
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FP_GameAudio_Ambience2,
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FP_GameAudio_Music1,
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FP_GameAudio_Music1,
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FP_GameAudio_Music2,
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FP_GameAudio_Music2,
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FP_GameAudio_RelaxMusic,
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FP_GameAudio_StressMusic,
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FP_GameAudio_Count,
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FP_GameAudio_Count,
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};
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};
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