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Do not play movement sound on non-movement actions
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8dc009e2c9
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@ -1977,8 +1977,17 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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int soundChannel = -1;
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std::string soundName;
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auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext) -> std::string
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auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
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{
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if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
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return "";
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if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
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return "";
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if (moveType == EPathNodeAction::BLOCKING_VISIT)
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return "";
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// flying movement sound
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if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
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return "HORSE10.wav";
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@ -2030,8 +2039,11 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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}
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if(i != path.nodes.size() - 1)
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{
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soundName = getMovementSoundFor(h, prevCoord, nextCoord);
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soundChannel = CCS->soundh->playSound(soundName, -1);
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soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
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if (!soundName.empty())
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soundChannel = CCS->soundh->playSound(soundName, -1);
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else
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soundChannel = -1;
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}
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continue;
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}
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@ -2044,14 +2056,17 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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{
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// Start a new sound for the hero movement or let the existing one carry on.
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std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord);
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std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
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if(newSoundName != soundName)
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{
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soundName = newSoundName;
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CCS->soundh->stopSound(soundChannel);
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soundChannel = CCS->soundh->playSound(soundName, -1);
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if (!soundName.empty())
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soundChannel = CCS->soundh->playSound(soundName, -1);
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else
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soundChannel = -1;
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}
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}
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