sound asset conversions - materials

This commit is contained in:
AzaezelX 2021-10-14 19:09:20 -05:00
parent 9af2de3c4b
commit f0d919e859
3 changed files with 15 additions and 9 deletions

View file

@ -7042,11 +7042,11 @@ void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, S
}
}
}
else if( contactMaterial && contactMaterial->mFootstepSoundCustom )
else if( contactMaterial && contactMaterial->getCustomFootstepSoundProfile())
{
// Footstep sound defined on material.
SFX->playOnce( contactMaterial->mFootstepSoundCustom, &footMat );
SFX->playOnce( contactMaterial->getCustomFootstepSoundProfile(), &footMat );
}
else
{
@ -7079,8 +7079,8 @@ void Player:: playImpactSound()
{
Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
if( material && material->mImpactSoundCustom )
SFX->playOnce( material->mImpactSoundCustom, &getTransform() );
if( material && material->getCustomImpactSoundProfile() )
SFX->playOnce( material->getCustomImpactSoundProfile(), &getTransform() );
else
{
S32 sound = -1;