Beispiel #1
0
        public void PlayCueUI(Cue cue, int playerIndex, bool useHudStereo)
        {
            var parameters = PlayCueParameters.GetParameters(cue, random, GameState.cueStates);

            // ^^^^ Affects gameplay || Local-only vvvv
            if (soundRollbackManager != null)
            {
                var fpp = new FadePitchPan(1f);

                if (useHudStereo)                 // TODO: Consider not using stereo if only one player is in game?
                {
                    fpp.pan = -0.6f + 0.4f *
                              playerIndex;                     // NOTE: Not using "audio space" because we don't want normal camera effects for HUD audio
                }
                var playLocally = (localPlayerBits & (1 << playerIndex)) != 0;

                // NOTE: Cheat and use an impossible world position so it (really) can't interfere with in-game sounds
#if DEVELOPER
                soundRollbackManager.PlayCue(Definitions, cue, new Position(-6000 + 4000 * playerIndex, -100000, 0), fpp, parameters, playLocally);
#else
                soundRollbackManager.PlayCueSkipMissingCheck(Definitions, cue,
                                                             new Position(-6000 + 4000 * playerIndex, -100000, 0), fpp, parameters, playLocally);
#endif
            }
        }
Beispiel #2
0
        /// <summary>Play a cue in a world-space position (relative to the camera)</summary>
        public void PlayCueWorld(Cue cue, Actor source)
        {
            var parameters = PlayCueParameters.GetParameters(Definitions, cue, random, GameState.cueStates);

            // ^^^^ Affects gameplay || Local-only vvvv
            if (soundRollbackManager != null && AudioCamera != null)
            {
                var fpp = new FadePitchPan(AudioCamera.WorldToAudio(source.position));
#if DEVELOPER
                soundRollbackManager.PlayCue(Definitions, cue, source.position, fpp, parameters, playsLocally: true);
#else
                soundRollbackManager.PlayCueSkipMissingCheck(Definitions, cue, source.position, fpp, parameters, playsLocally: true);
#endif
            }
        }
Beispiel #3
0
        /// <summary>Play a sound without any position (always plays centred)</summary>
        public void PlayCueGlobal(Cue cue, Actor source = null) // <- keeping source around, in case it is useful information (will become useful for rollback)
        {
            var parameters = PlayCueParameters.GetParameters(Definitions, cue, random, GameState.cueStates);

            // ^^^^ Affects gameplay || Local-only vvvv
            if (soundRollbackManager != null)
            {
                var fpp = new FadePitchPan(1f);
#if DEVELOPER
                soundRollbackManager.PlayCue(Definitions, cue, null, fpp, parameters, playsLocally: true);
#else
                soundRollbackManager.PlayCueSkipMissingCheck(Definitions, cue, null, fpp, parameters, playsLocally: true);
#endif
            }
        }