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authorVito Caputo <vcaputo@pengaru.com>2023-11-02 16:35:36 -0700
committerVito Caputo <vcaputo@pengaru.com>2023-11-02 16:35:36 -0700
commitc0cec90f884e1d7d003d5f05f0d7946b2e6e1cb7 (patch)
treea202a6ad152e7059660c9c4cd17aa5f947002fcb
parenta1b7bd7b85d0a4be763664980f4a119d1737e9c0 (diff)
game: vary hatted baby sfx volume with distance
This wasn't annoyingly loud or anything IMO, but it's a nice touch.
-rw-r--r--src/game.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game.c b/src/game.c
index 02fbb0d..0f5597c 100644
--- a/src/game.c
+++ b/src/game.c
@@ -448,7 +448,7 @@ static void infect_entity(game_t *game, entity_t *entity, const char *name)
static void hat_baby(game_t *game, baby_t *baby, mask_t *mask)
{
(void) baby_hatted_node_new(&(stage_conf_t){ .stage = baby->entity.node, .replace = 1, .name = "baby-hatted", .active = 1, .alpha = 1.f }, &game->sars->projection_x, &baby->entity.model_x);
- sfx_play(&sfx.baby_hatted, 1.f);
+ sfx_play(&sfx.baby_hatted, entity_volume(game, &baby->entity));
stage_set_active(mask->entity.node, 0);
}
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