0

- Updated flibitEFX from latest flibit2D build.

- The underwater effect is now just a low-pass filter. Reverb == bleh.
This commit is contained in:
Ethan Lee
2012-02-11 16:11:16 -05:00
parent db06230dc5
commit 7b4507d00d
2 changed files with 3 additions and 8 deletions

View File

@@ -42,8 +42,7 @@ import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import com.flibitijibibo.flibitEFX.EFXEffectUnderwater;
import com.flibitijibibo.flibitEFX.EFXFilterUnderwater;
import com.flibitijibibo.flibitEFX.EFXFilterLowPass;
import org.lwjgl.LWJGLException;
import org.lwjgl.openal.AL;
import org.lwjgl.openal.AL10;
@@ -70,8 +69,7 @@ public final class LWJGLSoundImpl implements Sound {
/** EFX Variables */
private int currentEffectIndex;
private int currentFilterIndex;
private EFXEffectUnderwater underwaterEffect;
private EFXFilterUnderwater underwaterFilter;
private EFXFilterLowPass underwaterFilter;
// singleton
private LWJGLSoundImpl() {
@@ -156,15 +154,13 @@ public final class LWJGLSoundImpl implements Sound {
private void initOpenALExtensions()
{
Com.Printf("... using EFX effects:\n");
underwaterEffect = new EFXEffectUnderwater();
underwaterFilter = new EFXFilterUnderwater();
underwaterFilter = new EFXFilterLowPass();
}
void exitOpenAL()
{
// Unload EFX Effects
underwaterEffect.killEffect();
underwaterFilter.killFilter();
// Release the context and the device.
@@ -266,7 +262,6 @@ public final class LWJGLSoundImpl implements Sound {
// Detect EFX Conditions
if ((GameBase.gi.pointcontents.pointcontents(origin)& Defines.MASK_WATER)!= 0) {
currentEffectIndex = underwaterEffect.getIndex();
currentFilterIndex = underwaterFilter.getIndex();
}
else {