Memoria
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Tetra Master use same sound when Win/Loose a card
Hi again.... :]
I was making some things on the Tetra Master code and I just noticed something : the game use the same sound effect when you win or loose a card.
In QuadMistGame.cs, i found this piece of code :
https://github.com/Albeoris/Memoria/blob/2cf31e1b4d532f4163480fd89ec1c66a27da28ba/Assembly-CSharp/Global/Quad/Mist/Game/QuadMistGame.cs#L1047
ChangeCardToCenter
if (result.type == MatchResult.Type.WIN)
{
enemyHand.Remove(selected);
enemyHand.Select = -1;
}
else if (result.type == MatchResult.Type.LOSE)
{
playerHand.Remove(selected);
playerHand.Select = -1;
}
StartCoroutine(RestoreCards(result));
SoundEffect.Play(QuadMistSoundID.MINI_SE_CARD_GET);
ChangeCardToCenter2
if (result.type == MatchResult.Type.WIN)
{
enemyHand.Remove(selected);
}
else if (result.type == MatchResult.Type.LOSE)
{
playerHand.Remove(selected);
}
SoundEffect.Play(QuadMistSoundID.MINI_SE_CARD_GET);
As you can see, the game will play the same SoundEffect (with SoundEffect.Play(QuadMistSoundID.MINI_SE_CARD_GET)), despite the result. I suggest to make this little modification for both :
if (result.type == MatchResult.Type.WIN)
{
enemyHand.Remove(selected);
SoundEffect.Play(QuadMistSoundID.MINI_SE_CARD_GET);
enemyHand.Select = -1;
}
else if (result.type == MatchResult.Type.LOSE)
{
playerHand.Remove(selected);
SoundEffect.Play(QuadMistSoundID.MINI_SE_WINDOW);
playerHand.Select = -1;
}
It's just a small detail but there you go ^^
Looks good to me.
@DV666, @Albeoris is there a way to listen to these sounds without running the entire game engine?