converted sounds to ogg (fixes #188)

This commit is contained in:
pennyrigate 2023-10-09 01:50:59 -04:00
parent 687bf87df9
commit 832191e99c
51 changed files with 230 additions and 20 deletions

View file

@ -10,5 +10,5 @@ func _on_Area2D_body_entered(body: Node) -> void:
if body.is_in_group("player"):
Game.keys += 1
Game.score += 5
Audio.play_sound(Audio.a_gold,Audio.ac_collectible)
Audio.play_sound(Audio.a_key,Audio.ac_collectible)
queue_free()

View file

@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://objects/environment/collapse_block/collapse_block.tscn" type="PackedScene" id=1]
[ext_resource path="res://audio/sounds/collapse_block_fall.wav" type="AudioStream" id=2]
[ext_resource path="res://audio/sounds/collapse_block_fall.ogg" type="AudioStream" id=2]
[sub_resource type="PhysicsMaterial" id=2]
bounce = 0.07

View file

@ -39,7 +39,7 @@ func _on_ShootTimer_timeout():
func die():
hp -= 1
Audio.play_sound(Audio.a_boss_hurt,Audio.ac_boss)
Audio.play_sound(Audio.a_scrump_hurt,Audio.ac_boss)
match hp:
2:
emit_signal("entered_phase", 2)

View file

@ -60,7 +60,7 @@ func _physics_process(delta):
collider.get_parent().die()
# play sound
Audio.play_sound(Audio.a_die_robot, Audio.ac_boss)
Audio.play_sound(Audio.a_explosion, Audio.ac_boss)
# muzzle flash
muzzle_flash.emitting = true

View file

@ -12,7 +12,7 @@ export(int, "/", "\\") var move_direction
onready var startpos = position
func _ready():
death_sound = Audio.a_die_robot
death_sound = Audio.a_explosion
up_boundary *= 8
down_boundary *= 8
#Move in direction selected

View file

@ -2,7 +2,7 @@ extends "res://objects/enemy/enemy.gd"
func _ready():
$AnimatedSprite.play("explode")
Audio.play_sound(Audio.a_die_robot,Audio.ac_die)
Audio.play_sound(Audio.a_explosion,Audio.ac_die)
func _on_animation_finished():
queue_free()

View file

@ -13,7 +13,7 @@ const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn")
func _ready():
timer.start(shoot_time)
death_sound = Audio.a_die_robot
death_sound = Audio.a_explosion
# adjust to difficulty
shoot_time /= Game.enemy_speed_factor
arrow_speed *= Game.enemy_speed_factor