drowning muffles and reverbs the audio

This commit is contained in:
pennyrigate 2023-06-25 16:13:46 -04:00
parent 8330b50ab3
commit a096a4c6c5
7 changed files with 246 additions and 72 deletions

View file

@ -105,9 +105,12 @@ func _physics_process(delta: float) -> void:
if underwater:
if oxygen_timer.time_left < 5:
low_oxygen_label.text = str(floor(oxygen_timer.time_left) + 1)
set_underwater_audio(true)
else:
low_oxygen_label.text = ""
set_underwater_audio(false)
else:
#NOT UNDERWATER
low_oxygen_label.text = ""
#Cheats
@ -130,6 +133,10 @@ func spawn_arrow() -> void:
func die() -> void:
state_chart.send_event("hurt")
func set_underwater_audio(value):
var idx = AudioServer.get_bus_index("Master")
AudioServer.set_bus_effect_enabled(idx,0,value)
AudioServer.set_bus_effect_enabled(idx,1,value)
# STATE ENTERS/EXITS #
func _on_Grounded_state_entered() -> void:
@ -402,4 +409,8 @@ func _on_Ducking_event_received(event):
func _on_OxygenTimer_timeout():
if underwater: die()
#Reset low oxygen effect when leaving level
func _on_Player_tree_exited():
set_underwater_audio(false)