Struct veloren_voxygen::audio::sfx::event_mapper::movement::MovementEventMapper
source · pub struct MovementEventMapper {
event_history: HashMap<Entity, PreviousEntityState>,
}
Fields§
§event_history: HashMap<Entity, PreviousEntityState>
Implementations§
source§impl MovementEventMapper
impl MovementEventMapper
pub fn new() -> Self
sourcefn cleanup(&mut self, player: EcsEntity)
fn cleanup(&mut self, player: EcsEntity)
As the player explores the world, we track the last event of the nearby
entities to determine the correct SFX item to play next based on
their activity. cleanup
will remove entities from event tracking if
they have not triggered an event for > n seconds. This prevents
stale records from bloating the Map size.
sourcefn should_emit(
previous_state: &PreviousEntityState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
) -> bool
fn should_emit( previous_state: &PreviousEntityState, sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>, ) -> bool
When specific entity movements are detected, the associated sound (if any) needs to satisfy two conditions to be allowed to play:
- An sfx.ron entry exists for the movement (we need to know which sound file(s) to play)
- The sfx has not been played since it’s timeout threshold has elapsed, which prevents firing every tick. For movement, threshold is not a time, but a distance.
sourcefn map_movement_event(
character_state: &CharacterState,
physics_state: &PhysicsState,
previous_state: &PreviousEntityState,
vel: Vec3<f32>,
underfoot_block_kind: BlockKind,
) -> SfxEvent
fn map_movement_event( character_state: &CharacterState, physics_state: &PhysicsState, previous_state: &PreviousEntityState, vel: Vec3<f32>, underfoot_block_kind: BlockKind, ) -> SfxEvent
Voxygen has an existing list of character states; however that list does
not provide enough resolution to target specific entity events, such
as opening or closing the glider. These methods translate those
entity states with some additional data into more specific
SfxEvent
’s which we attach sounds to
sourcefn map_non_humanoid_movement_event(
physics_state: &PhysicsState,
vel: Vec3<f32>,
underfoot_block_kind: BlockKind,
) -> SfxEvent
fn map_non_humanoid_movement_event( physics_state: &PhysicsState, vel: Vec3<f32>, underfoot_block_kind: BlockKind, ) -> SfxEvent
Maps a limited set of movements for other non-humanoid entities
sourcefn map_quadruped_movement_event(
physics_state: &PhysicsState,
vel: Vec3<f32>,
underfoot_block_kind: BlockKind,
) -> SfxEvent
fn map_quadruped_movement_event( physics_state: &PhysicsState, vel: Vec3<f32>, underfoot_block_kind: BlockKind, ) -> SfxEvent
Maps a limited set of movements for quadruped entities
sourcefn get_volume_for_body_type(body: &Body) -> f32
fn get_volume_for_body_type(body: &Body) -> f32
Returns a relative volume value for a body type. This helps us emit sfx at a volume appropriate fot the entity we are emitting the event for
Trait Implementations§
source§impl EventMapper for MovementEventMapper
impl EventMapper for MovementEventMapper
fn maintain( &mut self, audio: &mut AudioFrontend, state: &State, player_entity: Entity, camera: &Camera, triggers: &SfxTriggers, _terrain: &Terrain<TerrainChunk>, _client: &Client, )
Auto Trait Implementations§
impl Freeze for MovementEventMapper
impl RefUnwindSafe for MovementEventMapper
impl Send for MovementEventMapper
impl Sync for MovementEventMapper
impl Unpin for MovementEventMapper
impl UnwindSafe for MovementEventMapper
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