Improvements to sound loops to try and remove gaps between parts
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@@ -17,8 +17,8 @@ public abstract class SoundLoopSpell extends SoundLoop {
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private final Spell spell;
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public SoundLoopSpell(SoundEvent start, SoundEvent loop, SoundEvent end, ISoundFactory factory, Spell spell){
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super(start, loop, end, WizardrySounds.SPELLS, factory);
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public SoundLoopSpell(SoundEvent start, SoundEvent loop, SoundEvent end, float volume, ISoundFactory factory, Spell spell){
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super(start, loop, end, WizardrySounds.SPELLS, volume, factory);
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this.spell = spell;
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}
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@@ -43,7 +43,7 @@ public abstract class SoundLoopSpell extends SoundLoop {
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private final EntityLivingBase source;
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public SoundLoopSpellEntity(SoundEvent start, SoundEvent loop, SoundEvent end, Spell spell, EntityLivingBase source, float volume, float pitch){
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super(start, loop, end, (sound, category, repeat) -> new MovingSoundEntity<>(source, sound, category, volume, pitch, repeat), spell);
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super(start, loop, end, volume, (sound, category, v, repeat) -> new MovingSoundEntity<>(source, sound, category, v, pitch, repeat), spell);
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this.source = source;
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}
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@@ -58,13 +58,13 @@ public abstract class SoundLoopSpell extends SoundLoop {
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public SoundLoopSpellPosition (SoundEvent start, SoundEvent loop, SoundEvent end, Spell spell,
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double x, double y, double z, float sndVolume, float sndPitch){
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// Huh, I actually found a use for a non-static initialiser block - hence the double curly brackets...
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super(start, loop, end, (sound, category, r) -> new PositionedSound(sound, category){{
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super(start, loop, end, sndVolume, (sound, category, v, r) -> new PositionedSound(sound, category){{
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// ...et voila, we can just set protected fields as we please using external variables
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this.xPosF = (float)x;
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this.yPosF = (float)y;
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this.zPosF = (float)z;
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this.repeat = r;
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this.volume = sndVolume;
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this.volume = v;
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this.pitch = sndPitch;
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}}, spell);
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}
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