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Ignore:
Timestamp:
Dec 2, 2009, 5:40:13 PM (15 years ago)
Author:
youngk
Message:

Speed dependent pitching of the sounds works now for engine states: normal and boost.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation2/data/levels/templates/spaceship_assff.oxt

    r6202 r6207  
    6565
    6666   defEngineSndNormal = "sounds/Engine_low.ogg"
     67   defEngineSndBoost = "sounds/Engine_high.ogg"
    6768
    6869   accelerationfront     = 500
     
    9293      <Backlight mainstate=activity active=false scale=0.4 name=bltest position=" 7.6, 0, 6" colour="0.6, 0.75, 0.8, 0.7" width=40 length=1000 lifetime=1 elements=30 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Examples/Flare" />
    9394      <Backlight mainstate=activity active=false scale=0.4 name=bltest position="-7.6, 0, 6" colour="0.6, 0.75, 0.8, 0.7" width=40 length=1000 lifetime=1 elements=30 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Examples/Flare" />
    94       <WorldSound mainstate="activity" source="sounds/Engine_high.ogg" loop=1 active=false/>
     95      <!-- WorldSound mainstate="activity" source="sounds/Engine_high.ogg" loop=1 active=false -->
    9596    </EffectContainer>
    9697    <EffectContainer condition="brake">
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