fix: Mined sound
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25fb664b8d
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@ -310,7 +310,7 @@ public class Game extends AutoTransientSupport {
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for (Block block : blocksCopy) {
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for (Block block : blocksCopy) {
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if (block.getClass().isAnnotationPresent(MineSound.class)) {
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if (block.getClass().isAnnotationPresent(MineSound.class)) {
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new Thread(() -> {
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new Thread(() -> {
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var anot = block.getClass().getAnnotation(MiningSound.class);
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var anot = block.getClass().getAnnotation(MineSound.class);
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gameStates.dependencies.sound.playSound(configuration, anot.value(), anot.annotationType());
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gameStates.dependencies.sound.playSound(configuration, anot.value(), anot.annotationType());
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}).start();
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}).start();
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}
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}
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@ -4,11 +4,10 @@ import lombok.Getter;
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@Getter
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@Getter
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public enum SoundType {
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public enum SoundType {
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BLOCK(0),
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BLOCK(100),
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WALKING(100),
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WALKING(15),
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MINING(100);
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MINING(25);
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// TODO: Volume is not currently used but will be probably used in future to better normalize the sound volume
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private final int volume;
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private final int volume;
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SoundType(int volume) {
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SoundType(int volume) {
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