Remove (most) stuttering from web build when loading stage sound.
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				| @ -2008,7 +2008,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){ | ||||
| 	LoadingScreen::Reset(); | ||||
| 	previousLevel=currentLevel; | ||||
| 	currentLevel=map; | ||||
| 	loadingWaitTime=0.f; | ||||
| 	game->loadingWaitTime=0.f; | ||||
| 
 | ||||
| 	#pragma region Reset all data (Loading phase 1) | ||||
| 		LoadingScreen::AddPhase([&](){ | ||||
| @ -2029,7 +2029,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){ | ||||
| 			DAMAGENUMBER_LIST.clear(); | ||||
| 			backgroundEffects.clear(); | ||||
| 			foregroundEffects.clear(); | ||||
| 			ZONE_LIST.clear(); | ||||
| 			ItemDrop::drops.clear(); | ||||
| 			GameEvent::events.clear(); | ||||
| 			Audio::SetBGMPitch(1.f); | ||||
| @ -2064,6 +2063,15 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){ | ||||
| 			return true; | ||||
| 		}); | ||||
| 	#pragma endregion | ||||
| 
 | ||||
| 	#ifdef __EMSCRIPTEN__ | ||||
| 		LoadingScreen::AddPhase([&](){ | ||||
| 			Audio::muted=true; | ||||
| 			Audio::UpdateBGMVolume(); | ||||
| 			game->loadingWaitTime+=game->GetElapsedTime(); | ||||
| 			return game->loadingWaitTime>=0.4f; | ||||
| 		}); | ||||
| 	#endif | ||||
| 	 | ||||
| 	#pragma region Monster Spawn Data Setup (Loading phase 2) | ||||
| 		LoadingScreen::AddPhase([&](){ | ||||
| @ -2370,6 +2378,8 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){ | ||||
| 			for(int trackID:track.GetChannelIDs()){ | ||||
| 				audioEngine.Engine().Play(trackID,true); | ||||
| 			} | ||||
| 			Audio::muted=false; | ||||
| 			Audio::UpdateBGMVolume(); | ||||
| 			return true; | ||||
| 		}); | ||||
| 	} | ||||
|  | ||||
| @ -174,6 +174,7 @@ private: | ||||
| 	ResourcePack gamepack; | ||||
| 	uint8_t mosaicEffectTransition=1U; | ||||
| 	float saveGameDisplayTime=0.f; | ||||
| 	float loadingWaitTime=0.f; | ||||
| 
 | ||||
| 	void ValidateGameStatus(); | ||||
| 	void _PrepareLevel(MapName map,MusicChange changeMusic); | ||||
|  | ||||
| @ -30,7 +30,7 @@ CONTRACT, STRICT LIABILITY, OR TORT	(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING | ||||
| ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF | ||||
| SUCH DAMAGE. | ||||
| 
 | ||||
| Portions of this software are copyright © 2024 The FreeType | ||||
| Portions of this software are copyright <EFBFBD> 2024 The FreeType | ||||
| Project (www.freetype.org). Please see LICENSE_FT.txt for more information. | ||||
| All rights reserved. | ||||
| */ | ||||
|  | ||||
| @ -84,7 +84,7 @@ bool Warrior::AutoAttack(){ | ||||
|         attack_cooldown_timer=ATTACK_COOLDOWN-GetAttackRecoveryRateReduction(); | ||||
|         swordSwingTimer="Warrior.Auto Attack.SwordSwingTime"_F; | ||||
| 
 | ||||
|         float dirToEnemy=geom2d::float<rect>(GetPos(),closest->GetPos()).vector().polar().y; | ||||
|         float dirToEnemy=geom2d::line<float>(GetPos(),closest->GetPos()).vector().polar().y; | ||||
|         SetState(State::SWING_SWORD); | ||||
|         SetAnimationBasedOnTargetingDirection(dirToEnemy); | ||||
|         SoundEffect::PlaySFX("Warrior Auto Attack",SoundEffect::CENTERED); | ||||
|  | ||||
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