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	added shell sound
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		| @@ -34,6 +34,7 @@ public class GameSound extends AbstractAppState implements GameEventListener { | |||||||
|     private AudioNode splashSound; |     private AudioNode splashSound; | ||||||
|     private AudioNode shipDestroyedSound; |     private AudioNode shipDestroyedSound; | ||||||
|     private AudioNode explosionSound; |     private AudioNode explosionSound; | ||||||
|  |     private AudioNode shellFlyingSound; | ||||||
|  |  | ||||||
|     /** |     /** | ||||||
|      * Checks if sound is enabled in the preferences. |      * Checks if sound is enabled in the preferences. | ||||||
| @@ -78,6 +79,7 @@ public class GameSound extends AbstractAppState implements GameEventListener { | |||||||
|         shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS |         shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS | ||||||
|         splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS |         splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS | ||||||
|         explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS |         explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS | ||||||
|  |         shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav"); | ||||||
|     } |     } | ||||||
|  |  | ||||||
|     /** |     /** | ||||||
| @@ -124,12 +126,27 @@ public class GameSound extends AbstractAppState implements GameEventListener { | |||||||
|             shipDestroyedSound.playInstance(); |             shipDestroyedSound.playInstance(); | ||||||
|     } |     } | ||||||
|  |  | ||||||
|  |     /** | ||||||
|  |      * Plays the shell flying sound effect. | ||||||
|  |      */ | ||||||
|  |     public void shellFly() { | ||||||
|  |         if (isEnabled() && shellFlyingSound != null) { | ||||||
|  |             shellFlyingSound.playInstance(); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     /** | ||||||
|  |      * Handles a recieved {@code SoundEvent} and plays the according sound. | ||||||
|  |      *  | ||||||
|  |      * @param event the Sound event to be processed | ||||||
|  |      */ | ||||||
|     @Override |     @Override | ||||||
|     public void receivedEvent(SoundEvent event) { |     public void receivedEvent(SoundEvent event) { | ||||||
|         switch (event.sound()) { |         switch (event.sound()) { | ||||||
|             case EXPLOSION -> explosion(); |             case EXPLOSION -> explosion(); | ||||||
|             case SPLASH -> splash(); |             case SPLASH -> splash(); | ||||||
|             case DESTROYED_SHIP -> shipDestroyed(); |             case DESTROYED_SHIP -> shipDestroyed(); | ||||||
|  |             case SHELL_FLYING -> shellFly(); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
|   | |||||||
										
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