protected void playSplashSound(final EntityRenderer renderer, final World world, final Entity player, double x,
double y, double z) {
this.pos.setPos(x, y - 1, z);
final boolean hasDust = biomeHasDust(world.getBiome(this.pos));
final Block block = WorldUtils.getBlockState(world, this.pos).getBlock();
final SoundEvent sound = getBlockSoundFX(block, hasDust, world);
if (sound != null) {
final float volume = calculateRainSoundVolume(world);
float pitch = 1.0F;
final int playerY = MathHelper.floor(player.posY);
this.pos.setPos(player.posX, 0, player.posZ);
if (y > player.posY + 1.0D && getPrecipitationHeight(world, 0, this.pos).getY() > playerY)
pitch = 0.5F;
pitch -= (this.RANDOM.nextFloat() - this.RANDOM.nextFloat()) * 0.1F;
this.pos.setPos(x, y, z);
SoundEngine.instance().playSound(this.pos, sound, SoundCategory.WEATHER, volume, pitch);
}
}
StormSplashRenderer.java 文件源码
java
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项目:DynamicSurroundings
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