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https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
add 'sound-absorption' block material parameter
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commit
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14 changed files with 82 additions and 28 deletions
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@ -1,5 +1,6 @@
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{
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"steps-sound": "steps/carpet",
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"place-sound": "blocks/carpet_place",
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"break-sound": "blocks/carpet_break"
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"break-sound": "blocks/carpet_break",
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"sound-absorption": 0.96
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}
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@ -1,5 +1,6 @@
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{
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"steps-sound": "steps/glass",
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"place-sound": "blocks/glass_place",
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"break-sound": "blocks/glass_break"
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"break-sound": "blocks/glass_break",
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"sound-absorption": 0.3
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}
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@ -1,5 +1,6 @@
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{
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"steps-sound": "steps/grass",
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"place-sound": "steps/grass",
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"break-sound": "steps/grass"
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"break-sound": "steps/grass",
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"sound-absorption": 0.85
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}
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@ -2,5 +2,6 @@
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"steps-sound": "steps/grass",
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"place-sound": "blocks/ground_place",
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"break-sound": "blocks/ground_break",
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"hit-sound": "blocks/ground_hit"
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"hit-sound": "blocks/ground_hit",
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"sound-absorption": 0.8
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}
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@ -2,5 +2,6 @@
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"steps-sound": "steps/ground",
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"place-sound": "blocks/ground_place",
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"break-sound": "blocks/ground_break",
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"hit-sound": "blocks/ground_hit"
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"hit-sound": "blocks/ground_hit",
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"sound-absorption": 0.7
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}
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@ -1,5 +1,6 @@
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{
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"steps-sound": "steps/metal",
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"place-sound": "blocks/metal_place",
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"break-sound": "blocks/metal_break"
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"break-sound": "blocks/metal_break",
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"sound-absorption": 0.1
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}
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@ -1,5 +1,6 @@
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{
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"steps-sound": "steps/sand",
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"place-sound": "blocks/ground_place",
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"break-sound": "blocks/ground_break"
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"break-sound": "blocks/ground_break",
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"sound-absorption": 0.8
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}
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@ -2,5 +2,6 @@
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"steps-sound": "steps/stone",
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"place-sound": "blocks/stone_place",
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"break-sound": "blocks/stone_break",
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"hit-sound": "blocks/stone_hit"
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"hit-sound": "blocks/stone_hit",
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"sound-absorption": 0.3
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}
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@ -2,5 +2,6 @@
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"steps-sound": "steps/wood",
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"place-sound": "blocks/wood_place",
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"break-sound": "blocks/wood_break",
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"hit-sound": "blocks/wood_hit"
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"hit-sound": "blocks/wood_hit",
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"sound-absorption": 0.5
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}
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@ -788,10 +788,18 @@ void ALAudio::setAcoustics(Acoustics acoustics) {
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return;
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}
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int reverbEffect = effects[REVERB_EFFECT];
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AL_CHECK(alEffectf(
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reverbEffect,
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AL_REVERB_GAIN,
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glm::max(0.1f, glm::min(acoustics.reverbGain, 0.8f) *
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(1.0f - glm::min(1.0f, acoustics.reverbAbsorption)))
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));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_REFLECTIONS_DELAY, acoustics.reverbReflectionsDelay));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_LATE_REVERB_DELAY, acoustics.reverbLateReflectionsDelay));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_DECAY_TIME, std::max<float>(0.1f, acoustics.reverbDecayTime)));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_ROOM_ROLLOFF_FACTOR, 0.14f));
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// AL_CHECK(alEffectf(reverbEffect, AL_REVERB_GAIN, 0.0f));
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// AL_CHECK(alEffectf(reverbEffect, AL_REVERB_GAINHF, 0.0f));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_REFLECTIONS_GAIN, 0.99f));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_ROOM_ROLLOFF_FACTOR, acoustics.reverbRoomRolloff));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_REFLECTIONS_GAIN, glm::pow(acoustics.reverbGain, 2.0f)));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_LATE_REVERB_GAIN, glm::pow(acoustics.reverbGain, 2.0f)));
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AL_CHECK(alEffectf(reverbEffect, AL_REVERB_DECAY_HFRATIO, 1.0f - acoustics.reverbAbsorption));
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alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, reverbEffect);
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}
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@ -28,6 +28,11 @@ namespace audio {
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};
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struct Acoustics {
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float reverbGain;
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float reverbReflectionsDelay;
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float reverbLateReflectionsDelay;
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float reverbDecayTime;
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float reverbRoomRolloff;
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float reverbAbsorption;
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};
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}
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@ -97,34 +97,63 @@ void Decorator::updateAcoustics(const Camera& camera) {
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const auto& start = camera.position;
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float rayLength = 40.0f;
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auto& blocks = level.content.getIndices()->blocks;
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int rays = 100;
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int hit = 0;
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float averageDistance = 0.0f;
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float averageAbsorption = 0.0f;
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float speedOfSound = 300.0f;
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float minDistance = rayLength;
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for (int i = 0; i < rays; i++) {
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glm::vec3 dir {
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random.randFloat() - 0.5f,
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random.randFloat() - 0.5f,
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random.randFloat() - 0.5f,
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};
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float u1 = random.randFloat();
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float u2 = random.randFloat();
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float z = 2.0f * u1 - 1.0f;
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float phi = 2.0f * glm::pi<float>() * u2;
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float r = std::sqrt(1.0f - z * z);
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glm::vec3 dir = { r * std::cos(phi), r * std::sin(phi), z };
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dir = glm::normalize(dir);
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auto end = chunks.rayCastToObstacle(start, dir, rayLength);
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glm::vec3 end;
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glm::ivec3 norm;
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glm::ivec3 iend;
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auto vox = chunks.rayCast(start, dir, rayLength, end, norm, iend);
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if (vox == nullptr) {
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continue;
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}
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auto distance = glm::distance(start, end);
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if (distance >= rayLength * 0.98f) {
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continue;
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}
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if (distance < minDistance) {
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minDistance = distance;
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}
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auto def = blocks.get(vox->id);
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if (def == nullptr) {
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continue;
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}
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auto material = level.content.findBlockMaterial(def->material);
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if (material == nullptr) {
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return;
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}
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hit++;
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averageDistance += distance * 0.2f;
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averageDistance += distance;
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averageAbsorption += material->soundAbsorption;
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}
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float decayTime =
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glm::sqrt(averageDistance / hit) *
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glm::max(0.0f, glm::pow(hit / static_cast<float>(rays), 3.0f) - 0.6f) *
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1.6f;
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decayTime *= 2.5f;
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decayTime *= decayTime;
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logger.info() << "rays hit " << hit << "/" << rays << " decay-time: " << decayTime;
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averageDistance /= hit;
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averageAbsorption /= hit;
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float decayTime = 20.0f * (averageDistance / rayLength);
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float escapeRatio = static_cast<float>(rays - hit) / static_cast<float>(rays);
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acoustics.reverbGain = glm::pow(hit / static_cast<float>(rays), 3.0f);
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acoustics.reverbReflectionsDelay = minDistance / speedOfSound;
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acoustics.reverbLateReflectionsDelay = averageDistance / speedOfSound;
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acoustics.reverbDecayTime = decayTime;
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acoustics.reverbRoomRolloff = escapeRatio * 1.5f;
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acoustics.reverbAbsorption = averageAbsorption;
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audio::set_acoustics(std::move(acoustics));
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}
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@ -24,7 +24,8 @@ dv::value BlockMaterial::serialize() const {
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{"steps-sound", stepsSound},
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{"place-sound", placeSound},
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{"break-sound", breakSound},
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{"hit-sound", hitSound}
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{"hit-sound", hitSound},
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{"sound-absorption", soundAbsorption}
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});
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}
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@ -34,6 +35,7 @@ void BlockMaterial::deserialize(const dv::value& src) {
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src.at("place-sound").get(placeSound);
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src.at("break-sound").get(breakSound);
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src.at("hit-sound").get(hitSound);
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src.at("sound-absorption").get(soundAbsorption);
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}
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CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ)
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@ -147,6 +147,7 @@ struct BlockMaterial : Serializable {
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std::string placeSound;
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std::string breakSound;
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std::string hitSound;
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float soundAbsorption = 0.5f;
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dv::value toTable() const; // for compatibility
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dv::value serialize() const override;
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