Play object footstep sound at feet

This commit is contained in:
Desour 2022-09-14 17:36:49 +02:00 committed by rubenwardy
parent 7283d2495f
commit fc116ec950
1 changed files with 6 additions and 4 deletions

View File

@ -1173,14 +1173,16 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
m_step_distance_counter = 0.0f;
if (!m_is_local_player && m_prop.makes_footstep_sound) {
const NodeDefManager *ndef = m_client->ndef();
v3s16 p = floatToInt(getPosition() +
v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNode(p);
v3f foot_pos = getPosition() * (1.0f/BS)
+ v3f(0.0f, m_prop.collisionbox.MinEdge.Y, 0.0f);
v3s16 node_below_pos = floatToInt(foot_pos + v3f(0.0f, -0.5f, 0.0f),
1.0f);
MapNode n = m_env->getMap().getNode(node_below_pos);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
// Reduce footstep gain, as non-local-player footsteps are
// somehow louder.
spec.gain *= 0.6f;
m_client->sound()->playSoundAt(spec, getPosition());
m_client->sound()->playSoundAt(spec, foot_pos * BS);
}
}
}