/// <param name="random">IMPORTANT: This may be part of the game state</param> /// <param name="cueStates">IMPORTANT: This may be part of the game state</param> /// <param name="playLocally">True if this sound should be played, false if the sound is for a remote player (not for us). Allows for local-only UI sounds.</param> public void PlayCue(IAudioDefinitions definitions, Cue cue, Position?worldPosition, FadePitchPan fpp, PlayCueParameters parameters, bool playsLocally) { if (parameters.soundIndex == PlayCueParameters.MISSING_CUE) { if (!doingPrediction) // <- poor man's "first time simulated" (Missing music doesn't get rollback-aware sound handling) { MissingAudio.TriedToPlayMissingCue(fpp); } return; } PlayCueSkipMissingCheck(definitions, cue, worldPosition, fpp, parameters, playsLocally); }
public static void PlayCue(IAudioDefinitions definitions, Cue cue, PlayCueParameters parameters, FadePitchPan fpp, bool loop = false) { if (parameters.soundIndex == PlayCueParameters.MISSING_CUE) { MissingAudio.TriedToPlayMissingCue(fpp); return; } if (parameters.soundIndex < 0) { return; } PlayCueSkipMissingCheck(definitions, cue, parameters, fpp, loop); }