[BROKEN] I have audio for a basic cutscene that's about the most cringe thing you can ever hear so you can't hear it.
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2 changed files with 4 additions and 6 deletions
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@ -1,6 +1,6 @@
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{
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{
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"sounds": {
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"sounds": {
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"epic_theme": "assets/sounds/epic_theme.mp3",
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"rat_king_fight": "assets/sounds/RatKing_Fight_Audio-Master.ogg",
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"Sword_Hit_1": "assets/sounds/Creature_Sounds-Sword_Hit_1.ogg",
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"Sword_Hit_1": "assets/sounds/Creature_Sounds-Sword_Hit_1.ogg",
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"Evil_Eye_Sound_1": "assets/sounds/Creature_Sounds-Evil_Eye_Sound_1.ogg",
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"Evil_Eye_Sound_1": "assets/sounds/Creature_Sounds-Evil_Eye_Sound_1.ogg",
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"Evil_Eye_Sound_2": "assets/sounds/Creature_Sounds-Evil_Eye_Sound_2.ogg",
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"Evil_Eye_Sound_2": "assets/sounds/Creature_Sounds-Evil_Eye_Sound_2.ogg",
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@ -11,12 +11,12 @@
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namespace storyboard {
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namespace storyboard {
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UI::UI(const std::string& story_name) :
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UI::UI(const std::string& story_name) :
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$view_texture({SCREEN_WIDTH, SCREEN_HEIGHT}),
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$view_texture({SCREEN_WIDTH, SCREEN_HEIGHT}),
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$view_sprite($view_texture.getTexture()),
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$view_sprite($view_texture.getTexture())
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$audio(sound::get_sound_pair("ambient_1").sound)
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{
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{
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$view_sprite.setPosition({0, 0});
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$view_sprite.setPosition({0, 0});
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auto config = settings::get("stories");
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auto config = settings::get("stories");
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$story = components::convert<components::Storyboard>(config[story_name]);
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$story = components::convert<components::Storyboard>(config[story_name]);
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$audio = sound::get_sound_pair($story.audio).sound;
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}
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}
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void UI::init() {
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void UI::init() {
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@ -32,8 +32,7 @@ namespace storyboard {
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}
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}
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$ui.layout($layout);
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$ui.layout($layout);
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$audio->play();
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sound::play($story.audio, true);
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}
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}
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void UI::render(sf::RenderWindow &window) {
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void UI::render(sf::RenderWindow &window) {
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@ -60,7 +59,6 @@ namespace storyboard {
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void UI::track_audio() {
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void UI::track_audio() {
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auto& beat = $story.beats[cur_beat % $story.beats.size()];
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auto& beat = $story.beats[cur_beat % $story.beats.size()];
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auto track_head = $audio->getPlayingOffset();
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auto track_head = $audio->getPlayingOffset();
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auto next_beat = parse_time_code(beat[0]);
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auto next_beat = parse_time_code(beat[0]);
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