// Tells both of the clients to play a sound effect private void _playSoundEffect(string sfxName) { // Make the packet PlaySoundEffectPacket packet = new PlaySoundEffectPacket(); packet.SFXName = sfxName; _sendTo(LeftPlayer, packet); _sendTo(RightPlayer, packet); }
public void Can_deserialize() { var rawPacket = FakePackets.Instantiate(new byte[] { 0x54, // packet id 0x01, // mode 0x01, 0x3E, // sound id 0x00, 0x00, // unknown 0x06, 0xA5, // x 0x04, 0xCB, // y 0x00, 0x23, // z }); var packet = new PlaySoundEffectPacket(); packet.Deserialize(rawPacket); packet.Id.Should().Be((SoundId)0x13E); packet.Location.Should().Be(new Location3D(0x06A5, 0x04CB, 0)); }
private Packet?FilterBlockedSounds(Packet rawPacket) { var sounds = filteredSounds; if (sounds != null) { if (rawPacket.Id == PacketDefinitions.PlaySoundEffect.Id) { PlaySoundEffectPacket packet = PacketDefinitionRegistry.Materialize <PlaySoundEffectPacket>(rawPacket); var ev = new SoundEffectPlayedEvent(packet.Id, packet.Location); eventJournalSource.Publish(ev); if (sounds.Contains(packet.Id)) { return(null); } } } return(rawPacket); }
private void ReceivePlaySoundEffect(IRecvPacket packet) { PlaySoundEffectPacket p = (PlaySoundEffectPacket)packet; UltimaData.SoundData.PlaySound(p.SoundModel); }