Space Dance - Sound Effects

lets fucking sit down
This commit is contained in:
saladplainzone 2022-06-27 09:07:27 -07:00
parent f4da37b406
commit 8d2b4a5f67
42 changed files with 3001 additions and 29 deletions

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@ -30,6 +30,7 @@ namespace HeavenStudio.Games
public Animator Dancer2; public Animator Dancer2;
public Animator Dancer3; public Animator Dancer3;
public Animator Gramps; public Animator Gramps;
public Animator Hit;
public GameObject Player; public GameObject Player;
public static SpaceDance instance; public static SpaceDance instance;
@ -54,9 +55,9 @@ namespace HeavenStudio.Games
{ {
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, RightSuccess, RightMiss, RightEmpty); ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, RightSuccess, RightMiss, RightEmpty);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/turn1_sound", beat), new MultiSound.Sound("spaceDance/voicelessTurn", beat),
new MultiSound.Sound("spaceDance/turn1_dancers", beat), new MultiSound.Sound("spaceDance/dancerTurn", beat),
new MultiSound.Sound("spaceDance/turn2_dancers", beat), new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f),
}); });
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -76,11 +77,10 @@ namespace HeavenStudio.Games
{ {
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, SitSuccess, SitMiss, SitEmpty); ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, SitSuccess, SitMiss, SitEmpty);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/sit1_sound", beat), new MultiSound.Sound("spaceDance/voicelessSit", beat),
new MultiSound.Sound("spaceDance/sit1_dancers", beat), new MultiSound.Sound("spaceDance/dancerLets", beat),
new MultiSound.Sound("spaceDance/sit2_sound", beat + 0.5f), new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f),
new MultiSound.Sound("spaceDance/sit2_dancers", beat + 0.5f), new MultiSound.Sound("spaceDance/dancerDown", beat + 1f),
new MultiSound.Sound("spaceDance/sit3_dancers", beat + 1f),
}); });
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -100,13 +100,13 @@ namespace HeavenStudio.Games
{ {
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty); ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, PunchSuccess, PunchMiss, PunchEmpty);
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("spaceDance/punch1_sound", beat), new MultiSound.Sound("spaceDance/voicelessPunch", beat),
new MultiSound.Sound("spaceDance/punch1_dancers", beat), new MultiSound.Sound("spaceDance/dancerPa", beat),
new MultiSound.Sound("spaceDance/punch1_sound", beat + 0.5f), new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
new MultiSound.Sound("spaceDance/punch1_dancers", beat + 0.5f), new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
new MultiSound.Sound("spaceDance/punch1_sound", beat + 1f), new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
new MultiSound.Sound("spaceDance/punch1_dancers", beat + 1f), new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
new MultiSound.Sound("spaceDance/punch2_dancers", beat + 1.5f), new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
}); });
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
@ -144,13 +144,15 @@ namespace HeavenStudio.Games
public void RightSuccess(PlayerActionEvent caller, float state) public void RightSuccess(PlayerActionEvent caller, float state)
{ {
Jukebox.PlayOneShotGame("spaceDance/right2_sound"); Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("TurnRightDo", -1, 0); DancerP.Play("TurnRightDo", -1, 0);
} }
public void RightMiss(PlayerActionEvent caller) public void RightMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
Hit.Play("HitTurn", -1, 0);
} }
public void RightEmpty(PlayerActionEvent caller) public void RightEmpty(PlayerActionEvent caller)
@ -160,13 +162,15 @@ namespace HeavenStudio.Games
public void SitSuccess(PlayerActionEvent caller, float state) public void SitSuccess(PlayerActionEvent caller, float state)
{ {
Jukebox.PlayOneShotGame("spaceDance/sit3_sound"); Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("SitDownDo", -1, 0); DancerP.Play("SitDownDo", -1, 0);
} }
public void SitMiss(PlayerActionEvent caller) public void SitMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
Hit.Play("HitSit", -1, 0);
} }
public void SitEmpty(PlayerActionEvent caller) public void SitEmpty(PlayerActionEvent caller)
@ -176,13 +180,15 @@ namespace HeavenStudio.Games
public void PunchSuccess(PlayerActionEvent caller, float state) public void PunchSuccess(PlayerActionEvent caller, float state)
{ {
Jukebox.PlayOneShotGame("spaceDance/punch2_sound"); Jukebox.PlayOneShotGame("spaceDance/inputGood");
DancerP.Play("PunchDo", -1, 0); DancerP.Play("PunchDo", -1, 0);
} }
public void PunchMiss(PlayerActionEvent caller) public void PunchMiss(PlayerActionEvent caller)
{ {
Jukebox.PlayOneShotGame("spaceDance/inputBad2");
DancerP.Play("Ouch", -1, 0);
Hit.Play("HitPunch", -1, 0);
} }
public void PunchEmpty(PlayerActionEvent caller) public void PunchEmpty(PlayerActionEvent caller)