Explosion SFX juicing + higher persistence (#22544)
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@@ -62,8 +62,26 @@ public sealed partial class ExplosionPrototype : IPrototype
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[DataField("fireColor")]
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public Color? FireColor;
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[DataField("Sound")]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("explosion");
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/// <summary>
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/// If an explosion finishes in less than this many iterations, play a small sound instead.
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/// </summary>
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/// <remarks>
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/// This value is tuned such that a minibomb is considered small, but just about anything larger is normal
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/// </remarks>
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[DataField("smallSoundIterationThreshold")]
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public int SmallSoundIterationThreshold = 6;
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[DataField("sound")]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("Explosion");
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[DataField("smallSound")]
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public SoundSpecifier SmallSound = new SoundCollectionSpecifier("ExplosionSmall");
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[DataField("soundFar")]
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public SoundSpecifier SoundFar = new SoundCollectionSpecifier("ExplosionFar", AudioParams.Default.WithVolume(2f));
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[DataField("smallSoundFar")]
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public SoundSpecifier SmallSoundFar = new SoundCollectionSpecifier("ExplosionSmallFar", AudioParams.Default.WithVolume(2f));
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[DataField("texturePath")]
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public ResPath TexturePath = new("/Textures/Effects/fire.rsi");
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