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sound asset conversions - materials
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commit
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3 changed files with 15 additions and 9 deletions
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@ -7042,11 +7042,11 @@ void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, S
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}
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}
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}
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else if( contactMaterial && contactMaterial->mFootstepSoundCustom )
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else if( contactMaterial && contactMaterial->getCustomFootstepSoundProfile())
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{
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// Footstep sound defined on material.
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SFX->playOnce( contactMaterial->mFootstepSoundCustom, &footMat );
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SFX->playOnce( contactMaterial->getCustomFootstepSoundProfile(), &footMat );
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}
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else
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{
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@ -7079,8 +7079,8 @@ void Player:: playImpactSound()
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{
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Material* material = ( rInfo.material ? dynamic_cast< Material* >( rInfo.material->getMaterial() ) : 0 );
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if( material && material->mImpactSoundCustom )
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SFX->playOnce( material->mImpactSoundCustom, &getTransform() );
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if( material && material->getCustomImpactSoundProfile() )
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SFX->playOnce( material->getCustomImpactSoundProfile(), &getTransform() );
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else
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{
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S32 sound = -1;
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