diff --git a/Source/Game/PlayerMovement.cs b/Source/Game/PlayerMovement.cs index ee4f330..118ab45 100644 --- a/Source/Game/PlayerMovement.cs +++ b/Source/Game/PlayerMovement.cs @@ -979,12 +979,19 @@ namespace Game if (!landing) lastLanded = -1; // Reset so double jumps have double sounds - float volume = 0.8f; + float volume1 = 0.8f; + float volume2 = volume1; Vector2 pitchRange = new Vector2(0.9f, 1.05f); - Vector2 secondStepDelayRange = new Vector2(0.031f, 0.067f); + Vector2 secondStepDelayRange = new Vector2(0.031f, 0.059f); - AudioManager.PlaySound("jumpland", Actor, 0, AudioFlags.None, rootActor.Position, volume , pitchRange); - AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume, pitchRange); + if (landing) + volume2 *= 0.6f; + else + volume1 *= 0.6f; + + AudioManager.PlaySound("jumpland", Actor, 0, AudioFlags.None, rootActor.Position, volume1, pitchRange); + if (landing) + AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume2, pitchRange); } private static void ApplyFriction(ref Vector3 velocity)