- Timestamp:
- 2013-09-08 19:09:44 (10 years ago)
- Location:
- 2013/30/DenisZ/CastleMaster/CastleMaster
- Files:
-
- 18 added
- 7 deleted
- 15 edited
Legend:
- Unmodified
- Added
- Removed
-
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/CastleMaster.csproj
r4755 r4756 116 116 <Compile Include="Program.cs" /> 117 117 <Compile Include="Game.cs" /> 118 <Compile Include="Sound\ Sound2D.cs" />118 <Compile Include="Sound\Audio.cs" /> 119 119 <Compile Include="Units\Mobs\Mob.cs" /> 120 120 <Compile Include="Units\Mobs\MobRanger.cs" /> -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Entities/EntityArrow.cs
r4754 r4756 6 6 using Microsoft.Xna.Framework; 7 7 using System; 8 using Microsoft.Xna.Framework.Audio; 9 using CastleMaster.Sound; 8 10 9 11 namespace CastleMaster.Entities … … 15 17 private Team enemyTeam, attackerTeam; 16 18 private Unit target, archer; 19 private AudioEmitter emmitter; 17 20 18 21 public EntityArrow(Level level, int damage, float pushPower, Unit target, Unit archer, Team attackerTeam) 19 22 : base(level) 20 23 { 24 emmitter = new AudioEmitter(); 21 25 width = 3.0F; 22 26 depth = 1.0F; … … 54 58 Unit u = colliding as Unit; 55 59 if (u != null && u.CanBeHurtBy(archer)) 60 { 56 61 u.Damage(archer, damage, moveDir, pushPower); 62 Audio.PlaySound3D(emmitter, screenPos, "hurt"); 63 } 57 64 Remove(); 58 65 } -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Game.cs
r4755 r4756 20 20 public const int HEIGHT = 600; 21 21 public const string TITLE = "Castle Master"; 22 public const string VERSION = " Alpha";22 public const string VERSION = "Beta 1.0"; 23 23 24 24 private GraphicsDeviceManager graphics; … … 35 35 private bool isGameRunning = false; 36 36 private static Game instance; 37 private Sound2Dsound;37 private Audio sound; 38 38 39 39 #region Counter … … 176 176 TEAM1 = new Team("BLUE", 0, Resources.SPRITESHEET_WOODCUTTER_BLU, Resources.SPRITESHEET_WARRIOR_BLU, Resources.SPRITESHEET_RANGER_BLU); 177 177 TEAM2 = new Team("RED", 1, Resources.SPRITESHEET_WOODCUTTER_RED, Resources.SPRITESHEET_WARRIOR_RED, Resources.SPRITESHEET_RANGER_RED); 178 sound = new Sound2D("Content\\sound\\test.xgs", "Content\\sound\\testwavebank.xwb", "Content\\sound\\testsoundbank.xsb");178 sound = new Audio("Content\\sound\\castlemaster.xgs", "Content\\sound\\waves.xwb", "Content\\sound\\sounds.xsb"); 179 179 } 180 180 … … 182 182 { 183 183 RenderHelper.EmptyTexture.Dispose(); 184 sound.Dispose(); 184 185 } 185 186 … … 197 198 protected override void Update(GameTime gameTime) 198 199 { 199 //sound.Engine.Update();200 200 input.Update(); 201 201 … … 222 222 if (isGameRunning && !IsGamePaused) 223 223 { 224 if (InputHandler.MouseScrollDelta > 1)225 camera.Zoom(Viewport.ZOOM_STEP);226 else if (InputHandler.MouseScrollDelta < 0)227 camera.Zoom(-Viewport.ZOOM_STEP);228 229 224 foreach (Player p in players) 230 225 if (p != null) -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Graphics/Camera.cs
r4755 r4756 2 2 using CastleMaster.World; 3 3 using Microsoft.Xna.Framework; 4 using Microsoft.Xna.Framework.Audio; 4 5 5 6 namespace CastleMaster.Graphics … … 11 12 private Point mouseTilePos; 12 13 private Level level; 14 private AudioListener listener; 13 15 14 16 public Camera(Level level) … … 19 21 selectorPosZoomed = Vector2.Zero; 20 22 mouseTilePos = Point.Zero; 23 listener = new AudioListener(); 24 listener.Position = new Vector3(xOffs + Game.WIDTH / 2, yOffs + Game.HEIGHT / 2, 0.0F); 21 25 } 22 26 … … 49 53 50 54 public Point MouseTilePos { get { return mouseTilePos; } } 55 56 public AudioListener AudioListener { get { return listener; } } 51 57 #endregion 52 58 … … 69 75 selectorPosZoomed = selectorPos * Viewport.ZOOM; 70 76 } 71 72 73 77 } 74 78 … … 99 103 renderer.Render(InputHandler.MouseX, InputHandler.MouseY, 0, 0, Resources.SPRITESHEET_ICONS, Color.White, 3.0F); 100 104 } 105 106 public void UpdateAudioListener() 107 { 108 listener.Position = new Vector3((xOffs + Game.WIDTH / 2), 0.0F, yOffs + Game.HEIGHT / 2); 109 listener.Position /= Viewport.ZOOM; 110 } 101 111 } 102 112 } -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Guis/GuiArmoryMenu.cs
r4754 r4756 1 1 using CastleMaster.Graphics; 2 2 using CastleMaster.Input; 3 using CastleMaster.Sound; 3 4 using CastleMaster.Units; 4 5 using CastleMaster.Units.Mobs; … … 79 80 80 81 armory.Owner.Level.AddEntity(m, xTile * Viewport.TILESIZE + 8.0F, zTile * Viewport.TILESIZE + 8.0F); 82 Audio.PlaySound("shop"); 81 83 } 82 84 } -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Guis/GuiMainScreen.cs
r4754 r4756 12 12 { 13 13 private const string ARROW = "@"; 14 private const string DEMO_TEXT = " Demo";14 //private const string DEMO_TEXT = " Demo"; 15 15 private const string HELP1 = "<UP,DOWN> SCROLL"; 16 16 private const string HELP2 = "<ENTER> SELECT"; … … 39 39 logoPos = new Vector2(Game.WIDTH / 2 - 225, 10); 40 40 41 infoText = new StringBuilder(Game.VERSION) .Append(DEMO_TEXT);41 infoText = new StringBuilder(Game.VERSION); 42 42 infoText.Append("\n").Append(AUTHOR); 43 43 infoPos = new Vector2(Game.WIDTH - 320, Game.HEIGHT - 50); -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Guis/GuiStoreMenu.cs
r4754 r4756 1 1 using CastleMaster.Graphics; 2 2 using CastleMaster.Input; 3 using CastleMaster.Sound; 3 4 using CastleMaster.Units; 4 5 using Microsoft.Xna.Framework; … … 41 42 { 42 43 if (InputHandler.HasKeyBeenPressed(Keys.Enter)) 44 { 43 45 store.SellWood(); 46 Audio.PlaySound("shop"); 47 } 44 48 } 45 49 -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Players/PlayerReal.cs
r4754 r4756 7 7 using CastleMaster.World; 8 8 using Microsoft.Xna.Framework; 9 using System; 9 10 using System.Collections.Generic; 10 11 using System.Windows.Forms; 12 using CastleMaster.Sound; 11 13 12 14 namespace CastleMaster.Players … … 17 19 private const int SPREED_FAST = 20; 18 20 21 private int dXOffs = 0, dYOffs = 0; 19 22 private bool moveWorldWithMouse = false; 20 23 private Point oldMousePos; … … 34 37 public override void Update() 35 38 { 39 int mouseScroll = InputHandler.MouseScrollDelta; 40 if (mouseScroll != 0) 41 { 42 if (InputHandler.MouseScrollDelta > 1) 43 camera.Zoom(Viewport.ZOOM_STEP); 44 else if (InputHandler.MouseScrollDelta < 0) 45 camera.Zoom(-Viewport.ZOOM_STEP); 46 } 47 36 48 cameraSpeed = InputHandler.IsKeyDown(Keys.ShiftKey) ? SPREED_FAST : SPEED_SLOW; 37 49 38 50 if (InputHandler.IsKeyDown(Keys.W)) 39 camera.YTop-= cameraSpeed;51 dYOffs -= cameraSpeed; 40 52 if (InputHandler.IsKeyDown(Keys.S)) 41 camera.YTop+= cameraSpeed;53 dYOffs += cameraSpeed; 42 54 if (InputHandler.IsKeyDown(Keys.A)) 43 camera.XLeft-= cameraSpeed;55 dXOffs -= cameraSpeed; 44 56 if (InputHandler.IsKeyDown(Keys.D)) 45 camera.XLeft+= cameraSpeed;57 dXOffs += cameraSpeed; 46 58 47 59 if (InputHandler.HasMouseButtonBeenPressed(MouseButtons.Middle) || moveWorldWithMouse) … … 55 67 if (InputHandler.IsMouseButtonDown(MouseButtons.Middle)) 56 68 { 57 camera.XLeft-= (InputHandler.MousePos.X - oldMousePos.X);58 camera.YTop-= (InputHandler.MousePos.Y - oldMousePos.Y);69 dXOffs -= (InputHandler.MousePos.X - oldMousePos.X); 70 dYOffs -= (InputHandler.MousePos.Y - oldMousePos.Y); 59 71 60 72 oldMousePos = InputHandler.MousePos; … … 63 75 } 64 76 77 if (dXOffs != 0 || dYOffs != 0 || mouseScroll != 0) 78 { 79 camera.XLeft += dXOffs; 80 camera.YTop += dYOffs; 81 dXOffs = dYOffs = 0; 82 camera.UpdateAudioListener(); 83 } 65 84 66 85 if (InputHandler.HasMouseButtonBeenPressed(MouseButtons.Right)) … … 101 120 u.IsSelected = true; 102 121 u.OnFocus(); 122 Audio.PlaySound("select"); 103 123 } 104 124 } … … 112 132 { 113 133 trackBox = false; 114 List<Mob> selectedMobs = SelectMobs(new BoundingRectangle(oldPoint, newPoint, null)); 134 bool removePreviousSelections = true; 135 List<Mob> selectedMobs; 136 137 if (newPoint == oldPoint) 138 { 139 removePreviousSelections = false; 140 selectedMobs = new List<Mob>(); 141 Mob m = SelectUnit(Team) as Mob; 142 if (m != null) 143 selectedMobs.Add(m); 144 } 145 else 146 selectedMobs = SelectMobs(new BoundingRectangle(oldPoint, newPoint, null)); 115 147 116 148 if (selectedMobs.Count > 0) … … 123 155 } 124 156 125 selectedMobUnits.ForEach(delegate(Mob m) 126 { 127 m.OnFocusLost(); 128 m.IsSelected = false; 129 }); 130 selectedMobUnits.Clear(); 157 if (removePreviousSelections) 158 { 159 selectedMobUnits.ForEach(delegate(Mob m) 160 { 161 m.OnFocusLost(); 162 m.IsSelected = false; 163 }); 164 selectedMobUnits.Clear(); 165 } 131 166 132 167 selectedMobs.ForEach(delegate(Mob m) … … 136 171 m.OnFocus(); 137 172 }); 173 Audio.PlaySound("select"); 138 174 } 139 175 } -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Units/Mobs/Mob.cs
r4754 r4756 5 5 using IsometricEngineTest.Ai; 6 6 using Microsoft.Xna.Framework; 7 using Microsoft.Xna.Framework.Audio; 7 8 using System; 8 9 using System.Collections.Generic; … … 22 23 private bool isPushed; 23 24 private float pushDir, pushPower; 25 protected AudioEmitter emitter; 24 26 25 27 public Mob(Level level, Player owner) 26 28 : base(level, owner) 27 29 { 30 emitter = new AudioEmitter(); 28 31 currentOrder = new Order(); 29 32 pathFinder = new AStar(level, this); -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Units/Mobs/MobRanger.cs
r4754 r4756 7 7 using System; 8 8 using System.Collections.Generic; 9 using Microsoft.Xna.Framework.Audio; 10 using CastleMaster.Sound; 9 11 10 12 namespace CastleMaster.Units.Mobs … … 47 49 { 48 50 if (target != null) 51 { 49 52 level.AddEntity(new EntityArrow(level, Game.Random.Next(0, maxDamage + 1), pushPower, target, this, Owner.Team), X + (float)Math.Cos(Direction) * 2.0F, Z + (float)Math.Sin(Direction) * 2.0F); 53 Audio.PlaySound3D(emitter, screenPos, "arrow"); 54 } 50 55 }; 51 56 } … … 57 62 58 63 public Unit Target { get { return target; } } 64 65 public override void OnRemoved() 66 { 67 base.OnRemoved(); 68 Audio.PlaySound3D(emitter, screenPos, "death1"); 69 } 59 70 60 71 private void StartAttack() -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Units/Mobs/MobWarrior.cs
r4754 r4756 5 5 using IsometricEngineTest.Ai.Orders; 6 6 using System.Collections.Generic; 7 using CastleMaster.Sound; 8 using Microsoft.Xna.Framework.Audio; 7 9 8 10 namespace CastleMaster.Units.Mobs … … 45 47 { 46 48 if (target != null) 47 Hit(target, Game.Random.Next(1, maxDamage + 1), Direction, pushPower); 49 { 50 int damage = Game.Random.Next(1, maxDamage + 1); 51 Hit(target, damage, Direction, pushPower); 52 if (damage == maxDamage) 53 Audio.PlaySound3D(emitter, screenPos, "sword2"); 54 else 55 Audio.PlaySound3D(emitter, screenPos, "sword1"); 56 } 48 57 }; 49 58 } … … 55 64 56 65 public Unit Target { get { return target; } } 66 67 public override void OnRemoved() 68 { 69 base.OnRemoved(); 70 Audio.PlaySound3D(emitter, screenPos, "death3"); 71 } 57 72 58 73 private void StartAttack() … … 170 185 } 171 186 } 172 if (target == null || target.Removed || (typeof(UnitBuilding).IsAssignableFrom(target.GetType()) && ((UnitBuilding)target).IsDestroyed 187 if (target == null || target.Removed || (typeof(UnitBuilding).IsAssignableFrom(target.GetType()) && ((UnitBuilding)target).IsDestroyed)) 173 188 StopAttack(); 174 189 } -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Units/Mobs/MobWoodcutter.cs
r4755 r4756 20 20 private OrderType currentOrderType = OrderType.NONE; 21 21 private int lastSameOrderAmount = 0; 22 private AudioEmitter emmitter;23 22 24 23 public MobWoodcutter(Level level, Player owner) 25 24 : base(level, owner) 26 25 { 27 emmitter = new AudioEmitter();28 26 HasHealth = true; 29 27 maxHealth = 20; … … 43 41 choppingAnimation.RoundEnded += delegate() 44 42 { 43 Audio.PlaySound3D(emitter, screenPos, "wood"); 45 44 owner.LumberAmount++; 46 45 currentTarget.AvaliableLogs--; … … 59 58 } 60 59 60 public override void OnRemoved() 61 { 62 base.OnRemoved(); 63 Audio.PlaySound3D(emitter, screenPos, "death2"); 64 } 65 61 66 public void OrderChop(TileEntityTree te, int sameAmount, bool wasCalledBefore) 62 67 { … … 66 71 currentTarget = te; 67 72 SetOrder(new OrderMove(currentTarget.X, currentTarget.Z, 20.0F, sameAmount * 4.0F, true, !wasCalledBefore)); 68 }69 70 public override void OnFocus()71 {72 //emmitter.Position = new Vector3(ScreenPos.X, 0.0F, ScreenPos.Y);73 //Sound2D.PlaySound3D(emmitter, "testsound");74 73 } 75 74 … … 91 90 { 92 91 //emmitter.Position = new Vector3(ScreenPos.X, 0.0F, ScreenPos.Y); 93 //Sound2D.PlaySound3D(emmitter, " testsound");92 //Sound2D.PlaySound3D(emmitter, "sword1"); 94 93 TileEntity te = level.GetTileEntity(this, (int)(x / Viewport.TILESIZE), (int)(z / Viewport.TILESIZE)); 95 94 if (te != null && typeof(TileEntityTree).IsAssignableFrom(te.GetType())) -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMaster/Units/UnitBuilding.cs
r4754 r4756 1 1 using CastleMaster.Players; 2 2 using CastleMaster.World; 3 using Microsoft.Xna.Framework.Audio; 4 using CastleMaster.Sound; 3 5 4 6 namespace CastleMaster.Units … … 6 8 public class UnitBuilding : Unit 7 9 { 8 9 10 protected bool isDestroyed; 11 protected AudioEmitter emitter; 10 12 11 13 public UnitBuilding(Level level, Player owner) 12 14 : base(level, owner) 13 15 { 16 emitter = new AudioEmitter(); 14 17 immunityTime = 20; 15 18 isDestroyed = false; … … 24 27 isSelectable = false; 25 28 isDestroyed = true; 29 Audio.PlaySound3D(emitter, screenPos, "explosion"); 26 30 } 27 31 } -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMasterContent/CastleMasterContent.contentproj
r4755 r4756 202 202 </ItemGroup> 203 203 <ItemGroup> 204 <None Include="sound\test.xgs"> 205 <Name>test</Name> 206 <Importer>XactImporter</Importer> 207 <Processor>XactProcessor</Processor> 204 <None Include="sound\castlemaster.xgs"> 205 <Name>castlemaster</Name> 208 206 <CopyToOutputDirectory>Always</CopyToOutputDirectory> 209 207 </None> 210 <None Include="sound\testsoundbank.xsb"> 211 <Name>testsoundbank</Name> 212 <Importer>XactImporter</Importer> 213 <Processor>XactProcessor</Processor> 208 <None Include="sound\sounds.xsb"> 209 <Name>sounds</Name> 214 210 <CopyToOutputDirectory>Always</CopyToOutputDirectory> 215 211 </None> 216 <None Include="sound\testwavebank.xwb"> 217 <Name>testwavebank</Name> 218 <Importer>XactImporter</Importer> 219 <Processor>XactProcessor</Processor> 212 <None Include="sound\waves.xwb"> 213 <Name>waves</Name> 220 214 <CopyToOutputDirectory>Always</CopyToOutputDirectory> 221 215 </None> -
2013/30/DenisZ/CastleMaster/CastleMaster/CastleMasterContent/xact/test.xap
r4755 r4756 13 13 { 14 14 Xbox File = Xbox\test.xgs; 15 Windows File = Win\ test.xgs;15 Windows File = Win\castlemaster.xgs; 16 16 Header File = test.h; 17 17 Exclude Category Names = 0; 18 18 Exclude Variable Names = 0; 19 Last Modified Low = 0;20 Last Modified High = 0;19 Last Modified Low = 595385393; 20 Last Modified High = 30321836; 21 21 22 22 Category … … 215 215 Max = 1000000.000000; 216 216 } 217 218 Variable 219 { 220 Name = Volume; 221 Public = 1; 222 Global = 0; 223 Internal = 0; 224 External = 0; 225 Monitored = 1; 226 Reserved = 0; 227 Read Only = 0; 228 Time = 0; 229 Value = -96.000000; 230 Initial Value = 0.000000; 231 Min = -96.000000; 232 Max = 6.000000; 233 } 234 235 RPC 236 { 237 Name = VolVariation; 238 239 RPC Curve 240 { 241 Name = Sound::1144b3a0-a1bd-4708-8a3e-ab49e87d1630; 242 Property = 0; 243 Sound = 1; 244 Line Color = 4287777066; 245 Viewable = 1; 246 247 Variable Entry 248 { 249 Name = Volume; 250 } 251 252 RPC Point 253 { 254 X = -96.000000; 255 Y = -9600.000000; 256 Curve = 0; 257 } 258 259 RPC Point 260 { 261 X = 6.000000; 262 Y = 600.000000; 263 Curve = 0; 264 } 265 } 266 } 217 267 } 218 268 219 269 Wave Bank 220 270 { 221 Name = testwavebank;222 Xbox File = Xbox\ testwavebank.xwb;223 Windows File = Win\ testwavebank.xwb;271 Name = waves; 272 Xbox File = Xbox\waves.xwb; 273 Windows File = Win\waves.xwb; 224 274 Xbox Bank Path Edited = 0; 225 275 Windows Bank Path Edited = 0; 226 276 Seek Tables = 1; 227 277 Compression Preset Name = <none>; 228 Bank Last Revised Low = 2347239330; 229 Bank Last Revised High = 30321608; 278 Xbox Bank Last Modified Low = 0; 279 Xbox Bank Last Modified High = 0; 280 PC Bank Last Modified Low = 595455397; 281 PC Bank Last Modified High = 30321836; 282 Bank Last Revised Low = 484789068; 283 Bank Last Revised High = 30321836; 284 285 Wave 286 { 287 Name = sword1; 288 File = sword1.wav; 289 Build Settings Last Modified Low = 3674362747; 290 Build Settings Last Modified High = 30321774; 291 292 Cache 293 { 294 Format Tag = 0; 295 Channels = 1; 296 Sampling Rate = 44100; 297 Bits Per Sample = 1; 298 Play Region Offset = 44; 299 Play Region Length = 37558; 300 Loop Region Offset = 0; 301 Loop Region Length = 0; 302 File Type = 1; 303 Last Modified Low = 2203708630; 304 Last Modified High = 30321774; 305 } 306 } 230 307 231 308 Wave … … 233 310 Name = testsound; 234 311 File = testsound.wav; 235 Build Settings Last Modified Low = 2296156408;236 Build Settings Last Modified High = 30321 608;312 Build Settings Last Modified Low = 4157117083; 313 Build Settings Last Modified High = 30321776; 237 314 238 315 Cache … … 251 328 } 252 329 } 330 331 Wave 332 { 333 Name = death2; 334 File = death2.wav; 335 Build Settings Last Modified Low = 1207218405; 336 Build Settings Last Modified High = 30321825; 337 338 Cache 339 { 340 Format Tag = 0; 341 Channels = 1; 342 Sampling Rate = 44100; 343 Bits Per Sample = 1; 344 Play Region Offset = 44; 345 Play Region Length = 33066; 346 Loop Region Offset = 0; 347 Loop Region Length = 0; 348 File Type = 1; 349 Last Modified Low = 3562556399; 350 Last Modified High = 30321823; 351 } 352 } 353 354 Wave 355 { 356 Name = death3; 357 File = death3.wav; 358 Build Settings Last Modified Low = 1207218405; 359 Build Settings Last Modified High = 30321825; 360 361 Cache 362 { 363 Format Tag = 0; 364 Channels = 1; 365 Sampling Rate = 44100; 366 Bits Per Sample = 1; 367 Play Region Offset = 44; 368 Play Region Length = 26734; 369 Loop Region Offset = 0; 370 Loop Region Length = 0; 371 File Type = 1; 372 Last Modified Low = 111577376; 373 Last Modified High = 30321824; 374 } 375 } 376 377 Wave 378 { 379 Name = hurt; 380 File = hurt.wav; 381 Build Settings Last Modified Low = 1207228406; 382 Build Settings Last Modified High = 30321825; 383 384 Cache 385 { 386 Format Tag = 0; 387 Channels = 1; 388 Sampling Rate = 44100; 389 Bits Per Sample = 1; 390 Play Region Offset = 44; 391 Play Region Length = 15060; 392 Loop Region Offset = 0; 393 Loop Region Length = 0; 394 File Type = 1; 395 Last Modified Low = 941443204; 396 Last Modified High = 30321825; 397 } 398 } 399 400 Wave 401 { 402 Name = select; 403 File = select.wav; 404 Build Settings Last Modified Low = 1207228406; 405 Build Settings Last Modified High = 30321825; 406 407 Cache 408 { 409 Format Tag = 0; 410 Channels = 1; 411 Sampling Rate = 44100; 412 Bits Per Sample = 1; 413 Play Region Offset = 44; 414 Play Region Length = 28920; 415 Loop Region Offset = 0; 416 Loop Region Length = 0; 417 File Type = 1; 418 Last Modified Low = 177449506; 419 Last Modified High = 30321825; 420 } 421 } 422 423 Wave 424 { 425 Name = sword2; 426 File = sword2.wav; 427 Build Settings Last Modified Low = 1207238407; 428 Build Settings Last Modified High = 30321825; 429 430 Cache 431 { 432 Format Tag = 0; 433 Channels = 1; 434 Sampling Rate = 44100; 435 Bits Per Sample = 1; 436 Play Region Offset = 44; 437 Play Region Length = 29998; 438 Loop Region Offset = 0; 439 Loop Region Length = 0; 440 File Type = 1; 441 Last Modified Low = 4139049372; 442 Last Modified High = 30321823; 443 } 444 } 445 446 Wave 447 { 448 Name = arrow; 449 File = arrow.wav; 450 Build Settings Last Modified Low = 1207238407; 451 Build Settings Last Modified High = 30321825; 452 453 Cache 454 { 455 Format Tag = 0; 456 Channels = 1; 457 Sampling Rate = 44100; 458 Bits Per Sample = 1; 459 Play Region Offset = 44; 460 Play Region Length = 26460; 461 Loop Region Offset = 0; 462 Loop Region Length = 0; 463 File Type = 1; 464 Last Modified Low = 1652415507; 465 Last Modified High = 30321824; 466 } 467 } 468 469 Wave 470 { 471 Name = death1; 472 File = death1.wav; 473 Build Settings Last Modified Low = 1207248407; 474 Build Settings Last Modified High = 30321825; 475 476 Cache 477 { 478 Format Tag = 0; 479 Channels = 1; 480 Sampling Rate = 44100; 481 Bits Per Sample = 1; 482 Play Region Offset = 44; 483 Play Region Length = 36220; 484 Loop Region Offset = 0; 485 Loop Region Length = 0; 486 File Type = 1; 487 Last Modified Low = 3441489474; 488 Last Modified High = 30321823; 489 } 490 } 491 492 Wave 493 { 494 Name = wood; 495 File = wood.wav; 496 Build Settings Last Modified Low = 3673029442; 497 Build Settings Last Modified High = 30321825; 498 499 Cache 500 { 501 Format Tag = 0; 502 Channels = 1; 503 Sampling Rate = 44100; 504 Bits Per Sample = 1; 505 Play Region Offset = 44; 506 Play Region Length = 6056; 507 Loop Region Offset = 0; 508 Loop Region Length = 0; 509 File Type = 1; 510 Last Modified Low = 1447783975; 511 Last Modified High = 30321830; 512 } 513 } 514 515 Wave 516 { 517 Name = explosion; 518 File = explosion.wav; 519 Build Settings Last Modified Low = 3311748950; 520 Build Settings Last Modified High = 30321831; 521 522 Cache 523 { 524 Format Tag = 0; 525 Channels = 1; 526 Sampling Rate = 44100; 527 Bits Per Sample = 1; 528 Play Region Offset = 44; 529 Play Region Length = 87780; 530 Loop Region Offset = 0; 531 Loop Region Length = 0; 532 File Type = 1; 533 Last Modified Low = 3245265148; 534 Last Modified High = 30321831; 535 } 536 } 537 538 Wave 539 { 540 Name = shop; 541 File = shop.wav; 542 Build Settings Last Modified Low = 467228063; 543 Build Settings Last Modified High = 30321836; 544 545 Cache 546 { 547 Format Tag = 0; 548 Channels = 1; 549 Sampling Rate = 44100; 550 Bits Per Sample = 1; 551 Play Region Offset = 44; 552 Play Region Length = 45514; 553 Loop Region Offset = 0; 554 Loop Region Length = 0; 555 File Type = 1; 556 Last Modified Low = 340920839; 557 Last Modified High = 30321836; 558 } 559 } 253 560 } 254 561 255 562 Sound Bank 256 563 { 257 Name = testsoundbank;258 Xbox File = Xbox\ testsoundbank.xsb;259 Windows File = Win\ testsoundbank.xsb;564 Name = sounds; 565 Xbox File = Xbox\sounds.xsb; 566 Windows File = Win\sounds.xsb; 260 567 Xbox Bank Path Edited = 0; 261 568 Windows Bank Path Edited = 0; 569 Bank Last Modified Low = 595495400; 570 Bank Last Modified High = 30321836; 571 Header Last Modified High = 0; 572 Header Last Modified Low = 0; 262 573 263 574 Sound 264 575 { 265 Name = testsound;576 Name = sword1; 266 577 Volume = -1200; 267 578 Pitch = 0; … … 271 582 { 272 583 Name = Default; 584 } 585 586 RPC Entry 587 { 588 RPC Name = VolVariation; 273 589 } 274 590 … … 297 613 Wave Entry 298 614 { 299 Bank Name = testwavebank;615 Bank Name = waves; 300 616 Bank Index = 0; 301 Entry Name = testsound;617 Entry Name = sword1; 302 618 Entry Index = 0; 303 619 Weight = 255; … … 308 624 } 309 625 626 Sound 627 { 628 Name = testsound; 629 Volume = -1200; 630 Pitch = 0; 631 Priority = 0; 632 633 Category Entry 634 { 635 Name = Default; 636 } 637 638 RPC Entry 639 { 640 RPC Name = VolVariation; 641 } 642 643 Track 644 { 645 Volume = 0; 646 Use Filter = 0; 647 648 Play Wave Event 649 { 650 Break Loop = 0; 651 Use Speaker Position = 0; 652 Use Center Speaker = 1; 653 New Speaker Position On Loop = 1; 654 Speaker Position Angle = 0.000000; 655 Speaker Position Arc = 0.000000; 656 657 Event Header 658 { 659 Timestamp = 0; 660 Relative = 0; 661 Random Recurrence = 0; 662 Random Offset = 0; 663 } 664 665 Wave Entry 666 { 667 Bank Name = waves; 668 Bank Index = 0; 669 Entry Name = testsound; 670 Entry Index = 1; 671 Weight = 255; 672 Weight Min = 0; 673 } 674 } 675 } 676 } 677 678 Sound 679 { 680 Name = death1; 681 Volume = -1200; 682 Pitch = 0; 683 Priority = 0; 684 685 Category Entry 686 { 687 Name = Default; 688 } 689 690 RPC Entry 691 { 692 RPC Name = VolVariation; 693 } 694 695 Track 696 { 697 Volume = 0; 698 Use Filter = 0; 699 700 Play Wave Event 701 { 702 Break Loop = 0; 703 Use Speaker Position = 0; 704 Use Center Speaker = 1; 705 New Speaker Position On Loop = 1; 706 Speaker Position Angle = 0.000000; 707 Speaker Position Arc = 0.000000; 708 709 Event Header 710 { 711 Timestamp = 0; 712 Relative = 0; 713 Random Recurrence = 0; 714 Random Offset = 0; 715 } 716 717 Wave Entry 718 { 719 Bank Name = waves; 720 Bank Index = 0; 721 Entry Name = death1; 722 Entry Index = 8; 723 Weight = 255; 724 Weight Min = 0; 725 } 726 } 727 } 728 } 729 730 Sound 731 { 732 Name = death3; 733 Volume = -1200; 734 Pitch = 0; 735 Priority = 0; 736 737 Category Entry 738 { 739 Name = Default; 740 } 741 742 RPC Entry 743 { 744 RPC Name = VolVariation; 745 } 746 747 Track 748 { 749 Volume = 0; 750 Use Filter = 0; 751 752 Play Wave Event 753 { 754 Break Loop = 0; 755 Use Speaker Position = 0; 756 Use Center Speaker = 1; 757 New Speaker Position On Loop = 1; 758 Speaker Position Angle = 0.000000; 759 Speaker Position Arc = 0.000000; 760 761 Event Header 762 { 763 Timestamp = 0; 764 Relative = 0; 765 Random Recurrence = 0; 766 Random Offset = 0; 767 } 768 769 Wave Entry 770 { 771 Bank Name = waves; 772 Bank Index = 0; 773 Entry Name = death3; 774 Entry Index = 3; 775 Weight = 255; 776 Weight Min = 0; 777 } 778 } 779 } 780 } 781 782 Sound 783 { 784 Name = hurt; 785 Volume = -1200; 786 Pitch = 0; 787 Priority = 0; 788 789 Category Entry 790 { 791 Name = Default; 792 } 793 794 RPC Entry 795 { 796 RPC Name = VolVariation; 797 } 798 799 Track 800 { 801 Volume = 0; 802 Use Filter = 0; 803 804 Play Wave Event 805 { 806 Break Loop = 0; 807 Use Speaker Position = 0; 808 Use Center Speaker = 1; 809 New Speaker Position On Loop = 1; 810 Speaker Position Angle = 0.000000; 811 Speaker Position Arc = 0.000000; 812 813 Event Header 814 { 815 Timestamp = 0; 816 Relative = 0; 817 Random Recurrence = 0; 818 Random Offset = 0; 819 } 820 821 Wave Entry 822 { 823 Bank Name = waves; 824 Bank Index = 0; 825 Entry Name = hurt; 826 Entry Index = 4; 827 Weight = 255; 828 Weight Min = 0; 829 } 830 } 831 } 832 } 833 834 Sound 835 { 836 Name = select; 837 Volume = -1200; 838 Pitch = 0; 839 Priority = 0; 840 841 Category Entry 842 { 843 Name = Default; 844 } 845 846 RPC Entry 847 { 848 RPC Name = VolVariation; 849 } 850 851 Track 852 { 853 Volume = 0; 854 Use Filter = 0; 855 856 Play Wave Event 857 { 858 Break Loop = 0; 859 Use Speaker Position = 0; 860 Use Center Speaker = 1; 861 New Speaker Position On Loop = 1; 862 Speaker Position Angle = 0.000000; 863 Speaker Position Arc = 0.000000; 864 865 Event Header 866 { 867 Timestamp = 0; 868 Relative = 0; 869 Random Recurrence = 0; 870 Random Offset = 0; 871 } 872 873 Wave Entry 874 { 875 Bank Name = waves; 876 Bank Index = 0; 877 Entry Name = select; 878 Entry Index = 5; 879 Weight = 255; 880 Weight Min = 0; 881 } 882 } 883 } 884 } 885 886 Sound 887 { 888 Name = sword2; 889 Volume = -1200; 890 Pitch = 0; 891 Priority = 0; 892 893 Category Entry 894 { 895 Name = Default; 896 } 897 898 RPC Entry 899 { 900 RPC Name = VolVariation; 901 } 902 903 Track 904 { 905 Volume = 0; 906 Use Filter = 0; 907 908 Play Wave Event 909 { 910 Break Loop = 0; 911 Use Speaker Position = 0; 912 Use Center Speaker = 1; 913 New Speaker Position On Loop = 1; 914 Speaker Position Angle = 0.000000; 915 Speaker Position Arc = 0.000000; 916 917 Event Header 918 { 919 Timestamp = 0; 920 Relative = 0; 921 Random Recurrence = 0; 922 Random Offset = 0; 923 } 924 925 Wave Entry 926 { 927 Bank Name = waves; 928 Bank Index = 0; 929 Entry Name = sword2; 930 Entry Index = 6; 931 Weight = 255; 932 Weight Min = 0; 933 } 934 } 935 } 936 } 937 938 Sound 939 { 940 Name = arrow; 941 Volume = -1200; 942 Pitch = 0; 943 Priority = 0; 944 945 Category Entry 946 { 947 Name = Default; 948 } 949 950 RPC Entry 951 { 952 RPC Name = VolVariation; 953 } 954 955 Track 956 { 957 Volume = 0; 958 Use Filter = 0; 959 960 Play Wave Event 961 { 962 Break Loop = 0; 963 Use Speaker Position = 0; 964 Use Center Speaker = 1; 965 New Speaker Position On Loop = 1; 966 Speaker Position Angle = 0.000000; 967 Speaker Position Arc = 0.000000; 968 969 Event Header 970 { 971 Timestamp = 0; 972 Relative = 0; 973 Random Recurrence = 0; 974 Random Offset = 0; 975 } 976 977 Wave Entry 978 { 979 Bank Name = waves; 980 Bank Index = 0; 981 Entry Name = arrow; 982 Entry Index = 7; 983 Weight = 255; 984 Weight Min = 0; 985 } 986 } 987 } 988 } 989 990 Sound 991 { 992 Name = death2; 993 Volume = -1200; 994 Pitch = 0; 995 Priority = 0; 996 997 Category Entry 998 { 999 Name = Default; 1000 } 1001 1002 RPC Entry 1003 { 1004 RPC Name = VolVariation; 1005 } 1006 1007 Track 1008 { 1009 Volume = 0; 1010 Use Filter = 0; 1011 1012 Play Wave Event 1013 { 1014 Break Loop = 0; 1015 Use Speaker Position = 0; 1016 Use Center Speaker = 1; 1017 New Speaker Position On Loop = 1; 1018 Speaker Position Angle = 0.000000; 1019 Speaker Position Arc = 0.000000; 1020 1021 Event Header 1022 { 1023 Timestamp = 0; 1024 Relative = 0; 1025 Random Recurrence = 0; 1026 Random Offset = 0; 1027 } 1028 1029 Wave Entry 1030 { 1031 Bank Name = waves; 1032 Bank Index = 0; 1033 Entry Name = death2; 1034 Entry Index = 2; 1035 Weight = 255; 1036 Weight Min = 0; 1037 } 1038 } 1039 } 1040 } 1041 1042 Sound 1043 { 1044 Name = wood; 1045 Volume = -1200; 1046 Pitch = 0; 1047 Priority = 0; 1048 1049 Category Entry 1050 { 1051 Name = Default; 1052 } 1053 1054 RPC Entry 1055 { 1056 RPC Name = VolVariation; 1057 } 1058 1059 Track 1060 { 1061 Volume = 0; 1062 Use Filter = 0; 1063 1064 Play Wave Event 1065 { 1066 Break Loop = 0; 1067 Use Speaker Position = 0; 1068 Use Center Speaker = 1; 1069 New Speaker Position On Loop = 1; 1070 Speaker Position Angle = 0.000000; 1071 Speaker Position Arc = 0.000000; 1072 1073 Event Header 1074 { 1075 Timestamp = 0; 1076 Relative = 0; 1077 Random Recurrence = 0; 1078 Random Offset = 0; 1079 } 1080 1081 Wave Entry 1082 { 1083 Bank Name = waves; 1084 Bank Index = 0; 1085 Entry Name = wood; 1086 Entry Index = 9; 1087 Weight = 255; 1088 Weight Min = 0; 1089 } 1090 } 1091 } 1092 } 1093 1094 Sound 1095 { 1096 Name = explosion; 1097 Volume = -1200; 1098 Pitch = 0; 1099 Priority = 0; 1100 1101 Category Entry 1102 { 1103 Name = Default; 1104 } 1105 1106 RPC Entry 1107 { 1108 RPC Name = VolVariation; 1109 } 1110 1111 Track 1112 { 1113 Volume = 0; 1114 Use Filter = 0; 1115 1116 Play Wave Event 1117 { 1118 Break Loop = 0; 1119 Use Speaker Position = 0; 1120 Use Center Speaker = 1; 1121 New Speaker Position On Loop = 1; 1122 Speaker Position Angle = 0.000000; 1123 Speaker Position Arc = 0.000000; 1124 1125 Event Header 1126 { 1127 Timestamp = 0; 1128 Relative = 0; 1129 Random Recurrence = 0; 1130 Random Offset = 0; 1131 } 1132 1133 Wave Entry 1134 { 1135 Bank Name = waves; 1136 Bank Index = 0; 1137 Entry Name = explosion; 1138 Entry Index = 10; 1139 Weight = 255; 1140 Weight Min = 0; 1141 } 1142 } 1143 } 1144 } 1145 1146 Sound 1147 { 1148 Name = shop; 1149 Volume = -1200; 1150 Pitch = 0; 1151 Priority = 0; 1152 1153 Category Entry 1154 { 1155 Name = Default; 1156 } 1157 1158 RPC Entry 1159 { 1160 RPC Name = VolVariation; 1161 } 1162 1163 Track 1164 { 1165 Volume = 0; 1166 Use Filter = 0; 1167 1168 Play Wave Event 1169 { 1170 Break Loop = 0; 1171 Use Speaker Position = 0; 1172 Use Center Speaker = 1; 1173 New Speaker Position On Loop = 1; 1174 Speaker Position Angle = 0.000000; 1175 Speaker Position Arc = 0.000000; 1176 1177 Event Header 1178 { 1179 Timestamp = 0; 1180 Relative = 0; 1181 Random Recurrence = 0; 1182 Random Offset = 0; 1183 } 1184 1185 Wave Entry 1186 { 1187 Bank Name = waves; 1188 Bank Index = 0; 1189 Entry Name = shop; 1190 Entry Index = 11; 1191 Weight = 255; 1192 Weight Min = 0; 1193 } 1194 } 1195 } 1196 } 1197 310 1198 Cue 311 1199 { 312 Name = testsound;1200 Name = sword1; 313 1201 314 1202 Variation … … 321 1209 Sound Entry 322 1210 { 323 Name = testsound;1211 Name = sword1; 324 1212 Index = 0; 325 1213 Weight Min = 0; … … 327 1215 } 328 1216 } 1217 1218 Cue 1219 { 1220 Name = testsound; 1221 1222 Variation 1223 { 1224 Variation Type = 3; 1225 Variation Table Type = 1; 1226 New Variation on Loop = 0; 1227 } 1228 1229 Sound Entry 1230 { 1231 Name = testsound; 1232 Index = 1; 1233 Weight Min = 0; 1234 Weight Max = 255; 1235 } 1236 } 1237 1238 Cue 1239 { 1240 Name = death1; 1241 1242 Variation 1243 { 1244 Variation Type = 3; 1245 Variation Table Type = 1; 1246 New Variation on Loop = 0; 1247 } 1248 1249 Sound Entry 1250 { 1251 Name = death1; 1252 Index = 2; 1253 Weight Min = 0; 1254 Weight Max = 255; 1255 } 1256 } 1257 1258 Cue 1259 { 1260 Name = death3; 1261 1262 Variation 1263 { 1264 Variation Type = 3; 1265 Variation Table Type = 1; 1266 New Variation on Loop = 0; 1267 } 1268 1269 Sound Entry 1270 { 1271 Name = death3; 1272 Index = 3; 1273 Weight Min = 0; 1274 Weight Max = 255; 1275 } 1276 } 1277 1278 Cue 1279 { 1280 Name = hurt; 1281 1282 Variation 1283 { 1284 Variation Type = 3; 1285 Variation Table Type = 1; 1286 New Variation on Loop = 0; 1287 } 1288 1289 Sound Entry 1290 { 1291 Name = hurt; 1292 Index = 4; 1293 Weight Min = 0; 1294 Weight Max = 255; 1295 } 1296 } 1297 1298 Cue 1299 { 1300 Name = select; 1301 1302 Variation 1303 { 1304 Variation Type = 3; 1305 Variation Table Type = 1; 1306 New Variation on Loop = 0; 1307 } 1308 1309 Sound Entry 1310 { 1311 Name = select; 1312 Index = 5; 1313 Weight Min = 0; 1314 Weight Max = 255; 1315 } 1316 } 1317 1318 Cue 1319 { 1320 Name = sword2; 1321 1322 Variation 1323 { 1324 Variation Type = 3; 1325 Variation Table Type = 1; 1326 New Variation on Loop = 0; 1327 } 1328 1329 Sound Entry 1330 { 1331 Name = sword2; 1332 Index = 6; 1333 Weight Min = 0; 1334 Weight Max = 255; 1335 } 1336 } 1337 1338 Cue 1339 { 1340 Name = arrow; 1341 1342 Variation 1343 { 1344 Variation Type = 3; 1345 Variation Table Type = 1; 1346 New Variation on Loop = 0; 1347 } 1348 1349 Sound Entry 1350 { 1351 Name = arrow; 1352 Index = 7; 1353 Weight Min = 0; 1354 Weight Max = 255; 1355 } 1356 } 1357 1358 Cue 1359 { 1360 Name = death2; 1361 1362 Variation 1363 { 1364 Variation Type = 3; 1365 Variation Table Type = 1; 1366 New Variation on Loop = 0; 1367 } 1368 1369 Sound Entry 1370 { 1371 Name = death2; 1372 Index = 8; 1373 Weight Min = 0; 1374 Weight Max = 255; 1375 } 1376 } 1377 1378 Cue 1379 { 1380 Name = wood; 1381 1382 Variation 1383 { 1384 Variation Type = 3; 1385 Variation Table Type = 1; 1386 New Variation on Loop = 0; 1387 } 1388 1389 Sound Entry 1390 { 1391 Name = wood; 1392 Index = 9; 1393 Weight Min = 0; 1394 Weight Max = 255; 1395 } 1396 } 1397 1398 Cue 1399 { 1400 Name = explosion; 1401 1402 Variation 1403 { 1404 Variation Type = 3; 1405 Variation Table Type = 1; 1406 New Variation on Loop = 0; 1407 } 1408 1409 Sound Entry 1410 { 1411 Name = explosion; 1412 Index = 10; 1413 Weight Min = 0; 1414 Weight Max = 255; 1415 } 1416 } 1417 1418 Cue 1419 { 1420 Name = shop; 1421 1422 Variation 1423 { 1424 Variation Type = 3; 1425 Variation Table Type = 1; 1426 New Variation on Loop = 0; 1427 } 1428 1429 Sound Entry 1430 { 1431 Name = shop; 1432 Index = 11; 1433 Weight Min = 0; 1434 Weight Max = 255; 1435 } 1436 } 329 1437 }
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