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https://github.com/vcmi/vcmi.git
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Use ResourcePath for audio files
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@@ -1657,7 +1657,7 @@ void CPlayerInterface::viewWorldMap()
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adventureInt->openWorldView();
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}
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void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
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void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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@@ -1667,8 +1667,7 @@ void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellI
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if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
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localState->erasePath(caster);
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const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
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auto castSoundPath = spell->getCastSound();
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auto castSoundPath = spellID.toSpell()->getCastSound();
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if(!castSoundPath.empty())
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CCS->soundh->playSound(castSoundPath);
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}
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@@ -1992,22 +1991,22 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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elem.coord = h->convertFromVisitablePos(elem.coord);
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int soundChannel = -1;
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std::string soundName;
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AudioPath soundName;
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auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
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auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> AudioPath
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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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return {};
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if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
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return "";
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return {};
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if (moveType == EPathNodeAction::BLOCKING_VISIT)
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return "";
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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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return AudioPath::builtin("HORSE10.wav");
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auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
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auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
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@@ -2073,7 +2072,7 @@ 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, path.nodes[i-1].action);
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AudioPath 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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