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Add some sound effects
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karjonas committed Jul 27, 2014
1 parent e6c36be commit bcd82ef
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Showing 33 changed files with 115 additions and 10 deletions.
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89 changes: 87 additions & 2 deletions reading/Game.agf
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@
<SaveGameFileExtension />
<SaveGameFolderName>Reading</SaveGameFolderName>
<BinaryFilesInSourceControl>False</BinaryFilesInSourceControl>
<AudioIndexer>0</AudioIndexer>
<AudioIndexer>7</AudioIndexer>
</Settings>
<LipSync>
<Type>None</Type>
Expand Down Expand Up @@ -2581,7 +2581,92 @@ See KeyboardMovement.txt for details.
</AudioClipFolder>
<AudioClipFolder Name="Sounds">
<SubFolders />
<AudioClips />
<AudioClips>
<AudioClip>
<ScriptName>aBlip_numpad</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\blip_numpad.wav</SourceFileName>
<Index>1</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 21:27:14Z</FileLastModifiedDate>
</AudioClip>
<AudioClip>
<ScriptName>aSlam</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\slam.wav</SourceFileName>
<Index>2</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 21:27:04Z</FileLastModifiedDate>
</AudioClip>
<AudioClip>
<ScriptName>aFootsteps</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\footsteps.wav</SourceFileName>
<Index>3</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 21:39:28Z</FileLastModifiedDate>
</AudioClip>
<AudioClip>
<ScriptName>aPull_mat</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\pull_mat.wav</SourceFileName>
<Index>4</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 21:41:20Z</FileLastModifiedDate>
</AudioClip>
<AudioClip>
<ScriptName>aBrick_tap</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\brick_tap.wav</SourceFileName>
<Index>5</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 21:54:13Z</FileLastModifiedDate>
</AudioClip>
<AudioClip>
<ScriptName>aBrick_click</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\brick_click.wav</SourceFileName>
<Index>6</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 21:53:53Z</FileLastModifiedDate>
</AudioClip>
<AudioClip>
<ScriptName>aDoor_appear</ScriptName>
<SourceFileName>Z:\home\jonas\Coding\insanityjam2\sfx\door_appear.wav</SourceFileName>
<Index>7</Index>
<Type>3</Type>
<BundlingType>InGameEXE</BundlingType>
<FileType>WAV</FileType>
<DefaultVolume>-1</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
<DefaultRepeat>Inherit</DefaultRepeat>
<FileLastModifiedDate>2014-07-27 19:56:23Z</FileLastModifiedDate>
</AudioClip>
</AudioClips>
<AudioClipFolder>
<DefaultVolume>100</DefaultVolume>
<DefaultPriority>Inherit</DefaultPriority>
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3 changes: 2 additions & 1 deletion reading/room1.asc
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Expand Up @@ -22,7 +22,7 @@ function green_mat_Interact()
hole.Visible = true;
hole.Solid = true;
RemoveWalkableArea(2);

aPull_mat.Play();
player.Say("What? Why is there a hole in my floor?");
}

Expand Down Expand Up @@ -57,6 +57,7 @@ function hole_Interact()
cEffectsChar.ChangeRoom(1, hole.X + 15, hole.Y + 20);
player.Walk(hole.X, hole.Y, eBlock, eWalkableAreas);
player.Transparency = 100;
aSlam.Play();
cEffectsChar.Say("*THUD*");
Display("You jump down the hole, landing perfectly underneath.");
player.ChangeRoom(4, 40, 150);
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7 changes: 5 additions & 2 deletions reading/room11.asc
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Expand Up @@ -22,6 +22,8 @@ function numpad_Interact()
if(is_cell_open())
return;

aBlip_numpad.Play();

numpad_idx++;
if(numpad_idx == 5 || numpad_idx == 7 || numpad_idx == 2)
numpad_idx++;
Expand All @@ -30,9 +32,10 @@ function numpad_Interact()

numpad.SetView(8, numpad_idx,0);

if(is_cell_open())
if(is_cell_open())
{
cEffectsChar.ChangeRoom(11, door_right.X, door_right.Y);
cEffectsChar.ChangeRoom(11, door_right.X, door_right.Y);
aSlam.Play();
cEffectsChar.Say("*SLAM*");
player.Say("I wonder what that noise was");
}
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5 changes: 4 additions & 1 deletion reading/room12.asc
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Expand Up @@ -22,6 +22,8 @@ function numpad_Interact()
if(is_cell_open())
return;

aBlip_numpad.Play();

numpad_idx++;
if(numpad_idx == 5 || numpad_idx == 3 || numpad_idx == 8)
numpad_idx++;
Expand All @@ -32,7 +34,8 @@ function numpad_Interact()

if(is_cell_open())
{
cEffectsChar.ChangeRoom(12, door_left.X, door_left.Y + 20);
cEffectsChar.ChangeRoom(12, door_left.X, door_left.Y + 20);
aSlam.Play();
cEffectsChar.Say("*SLAM*");
player.Say("I wonder what that noise was");
}
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1 change: 1 addition & 0 deletions reading/room2.asc
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Expand Up @@ -119,6 +119,7 @@ function room_AfterFadeIn()
player.FaceLocation(player.x + 1, player.y);
player.Say("The book is gone!");
cEffectsChar.ChangeRoom(2, 30, 120);
aFootsteps.Play();
cEffectsChar.Say("*FOOTSTEPS*");
player.FaceLocation(player.x - 1, player.y);
player.Say("HEY!");
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1 change: 1 addition & 0 deletions reading/room3.asc
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Expand Up @@ -22,6 +22,7 @@ function room_FirstLoad()
player.Walk(120, 150, eBlock, eWalkableAreas);

cEffectsChar.ChangeRoom(3, 20, 120);
aSlam.Play();
cEffectsChar.Say("*SLAM*");

player.FaceLocation(player.x-1, player.y); //Face left
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3 changes: 2 additions & 1 deletion reading/room4.asc
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Expand Up @@ -26,9 +26,10 @@ function hHotspot2_WalkOn()
function paper_Interact()
{
player.Walk(paper.X, paper.Y, eBlock, eWalkableAreas);
aPull_mat.Play();
paper.Visible = false;
player.Say("It's the first page of the book");
player.Say("It says: \"Once upon a time there was a man who wanted to read a book.\"");
paper.Visible = false;
}

function paper_Look()
Expand Down
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3 changes: 2 additions & 1 deletion reading/room6.asc
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Expand Up @@ -15,9 +15,10 @@ function hHotspot2_WalkOn()
function paper_Interact()
{
player.Walk(paper.X, paper.Y, eBlock, eWalkableAreas);
aPull_mat.Play();
paper.Visible = false;
player.Say("It's the second page of the book");
player.Say("It says: \"But the man lost all his furniture and jumped into a hole.\"");
paper.Visible = false;
}

function paper_Look()
Expand Down
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3 changes: 3 additions & 0 deletions reading/room8.asc
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Expand Up @@ -22,6 +22,8 @@ function numpad_Interact()
if(is_cell_open())
return;

aBlip_numpad.Play();

numpad_idx++;
if(numpad_idx == 1 || numpad_idx == 9 || numpad_idx == 2)
numpad_idx++;
Expand All @@ -33,6 +35,7 @@ function numpad_Interact()
if(is_cell_open())
{
cEffectsChar.ChangeRoom(8, door_left.X, door_left.Y + 20);
aSlam.Play();
cEffectsChar.Say("*SLAM*");
player.Say("I wonder what that noise was");
}
Expand Down
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10 changes: 8 additions & 2 deletions reading/room9.asc
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Expand Up @@ -83,11 +83,13 @@ function paper_Interact()
is_trapped = true;
cEffectsChar.ChangeRoom(9, bars.X + 10, 150);
player.Walk(paper.X, paper.Y, eBlock, eWalkableAreas);
paper.Visible = false;
aPull_mat.Play();
player.Say("It's the third page of the book");
player.Say("It says: \"Under his home he found a switch that he pulled.\"");
player.Say("\"He then got trapped inside a cell.\"");
paper.Visible = false;
bars.Visible = true;
aSlam.Play();
cEffectsChar.Say("*SLAM*");
player.FaceLocation(player.x - 1, player.y, eBlock);
player.Say("AAAH");
Expand Down Expand Up @@ -123,12 +125,14 @@ function tap_at_solid_brick(int x, int y, int idx, int obj)

object[obj].SetView(7, 1, 0);
object[obj].Animate(1, 0, eOnce, eNoBlock, eForwards);

aBrick_click.Play();
cEffectsChar.Say("*CLICK*");
if(combo_idx == combo_size - 1 )
{
puzzle_solved = true;
aDoor_appear.Play();
door_right.Visible = true;

player.FaceLocation(player.x + 1, player.y, eBlock);
player.Say("A hidden door!");
}
Expand All @@ -137,6 +141,7 @@ function tap_at_solid_brick(int x, int y, int idx, int obj)
}
else if (combo_idx > 0)
{
aBrick_tap.Play();
cEffectsChar.Say("*TAP*");

while(combo_idx > 0)
Expand All @@ -149,6 +154,7 @@ function tap_at_solid_brick(int x, int y, int idx, int obj)
}
else
{
aBrick_tap.Play();
object[obj].SetView(7, 2, 0);
object[obj].Animate(2, 0, eOnce, eNoBlock, eForwards);
cEffectsChar.Say("*TAP*");
Expand Down
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Binary file added sfx/blip_numpad.wav
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Binary file added sfx/footsteps.wav
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Binary file added sfx/pull_mat.wav
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Binary file added sfx/slam.wav
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