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CityScreen plays a sound when opened (#7163)
* added sounds to cityScreen * changes? ..don't know how to name this commit * removed try block * improved era1 sound and added slider for city enter sounds * added Information Era sound * added Future Era sound * better option name + translation * added Atomic Era sound * normalized sounds * prevent spam + better era 0 and 1 sounds * cleanup * sound improvements to medieval and atomic * volume now tied to sound effects * improved information sound * improved future sound * sounds now stop if you exit the city screen * improved Renaissance sound * now in separate function * now using the music controller * better file names * WLTK day sound + sounds are now configurable in Eras.json * removed redundant setting and fixed comment * added PlaySingle * musicController no longer used * Gdx.audio.newMusic is now used * function name * function are now in their own class * CitySoundPlayer now has 1 instance in UncivGame and is hooked * credits * sounds loop * loopable sounds * updated credits * fixed sound not stopping when changing city without leaving cityScreen * changed WLTKNew sound * added toggle for the sounds * changed WLTK sound, removed music and made all tracks have the same volume * addressed some of the issues * addressed more issues * increased sounds volume + volume slider * made WLTK sound slightly quieter * removed entry from Vanilla eras * revert back to CitySoundPlayer.kt * no more hooks * removed unused stuff * changees * completly reverted MusicController * and the MusicTrackChooserFlags * fixed ESC not stopping sounds * updated credits to mention the sounds are modified * dispose() * removed try block
This commit is contained in:
@ -1,7 +1,7 @@
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[
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// Source: the fandom, so take these with a grain of salt
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// I also did some testing in the official version, but by far not all
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{
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"name": "Ancient era",
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"researchAgreementCost": 150,
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@ -13,6 +13,7 @@
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"baseUnitBuyCost": 200,
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"embarkDefense": 3,
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"startPercent": 0,
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"citySound": "cityAncient",
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"friendBonus": {
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"Cultured": ["Provides [+3 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -42,6 +43,7 @@
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"baseUnitBuyCost": 200,
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"embarkDefense": 4,
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"startPercent": 10,
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"citySound": "cityClassical",
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"friendBonus": {
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"Cultured": ["Provides [+3 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -73,6 +75,7 @@
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"baseUnitBuyCost": 200,
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"embarkDefense": 6,
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"startPercent": 25,
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"citySound": "cityMedieval",
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"friendBonus": {
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"Cultured": ["Provides [+6 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -100,11 +103,12 @@
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"startingCulture": 300,
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"settlerPopulation": 2,
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"settlerBuildings": ["Monument","Granary","Lighthouse"],
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"startingObsoleteWonders": ["Temple of Artemis", "Stonehenge", "The Great Library", "Mausoleum of Halicarnassus", "The Pyramids", "Statue of Zeus",
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"startingObsoleteWonders": ["Temple of Artemis", "Stonehenge", "The Great Library", "Mausoleum of Halicarnassus", "The Pyramids", "Statue of Zeus",
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"The Great Lighthouse", "Hanging Gardens", "The Oracle", "Great Wall", "Colossus"],
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"baseUnitBuyCost": 300,
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"embarkDefense": 8,
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"startPercent": 37,
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"citySound": "cityRenaissance",
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"friendBonus": {
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"Cultured": ["Provides [+6 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -138,6 +142,7 @@
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"baseUnitBuyCost": 400,
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"embarkDefense": 10,
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"startPercent": 50,
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"citySound": "cityIndustrial",
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"friendBonus": {
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"Cultured": ["Provides [+13 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -167,11 +172,12 @@
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"settlerBuildings": ["Monument","Granary","Lighthouse","Market","Workshop","Temple","Barracks","Library","Colosseum"],
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"startingObsoleteWonders": ["Temple of Artemis", "Stonehenge", "The Great Library", "Mausoleum of Halicarnassus", "The Pyramids", "Statue of Zeus",
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"The Great Lighthouse", "Hanging Gardens", "The Oracle", "Great Wall", "Colossus",
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"Hagia Sophia", "Chichen Itza", "Machu Picchu", "Angkor Wat", "Notre Dame",
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"Hagia Sophia", "Chichen Itza", "Machu Picchu", "Angkor Wat", "Notre Dame",
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"Sistine Chapel", "Forbidden Palace", "Himeji Castle", "Taj Mahal", "Porcelain Tower", "Kremlin"],
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"baseUnitBuyCost": 600,
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"embarkDefense": 13,
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"startPercent": 65,
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"citySound": "cityModern",
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"friendBonus": {
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"Cultured": ["Provides [+13 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -207,6 +213,7 @@
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"baseUnitBuyCost": 800,
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"embarkDefense": 16,
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"startPercent": 65,
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"citySound": "cityAtomic",
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"friendBonus": {
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"Cultured": ["Provides [+13 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -243,9 +250,10 @@
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"baseUnitBuyCost": 1000,
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"embarkDefense": 20,
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"startPercent": 80,
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// So theoretically this is always just all the wonders at least 2 eras old. So we could just use that.
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// So theoretically this is always just all the wonders at least 2 eras old. So we could just use that.
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// But where is the modularity? The excluding of very specific wonders? That is no fun.
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// So we just write down the entire long list (sorted by era!) instead.
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"citySound": "cityInformation",
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"friendBonus": {
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"Cultured": ["Provides [+13 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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@ -263,8 +271,8 @@
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},
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"iconRGB": [76, 176, 81],
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},
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{ // Technically, this Era doesn't exist in the original game.
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// But as it is _really_ usefull to have for testing, I'd like to keep it.
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{ // Technically, this Era doesn't exist in the original game.
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// But as it is _really_ usefull to have for testing, I'd like to keep it.
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// The stats are just copy-pasted from the information era.
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"name": "Future era",
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"researchAgreementCost": 400,
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@ -285,6 +293,7 @@
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"baseUnitBuyCost": 1000,
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"embarkDefense": 25,
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"startPercent": 80,
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"citySound": "cityFuture",
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"friendBonus": {
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"Cultured": ["Provides [+13 Culture] per turn"],
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"Maritime": ["Provides [+2 Food] [in capital] per turn"],
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