public PlayWaveEvent( uint timestamp, ushort[] tracks, byte[] waveBanks, short minPitch, short maxPitch, double minVolume, double maxVolume, int filterType, byte loopCount, ushort variationType, byte[] weights ) : base(1, timestamp) { INTERNAL_tracks = tracks; INTERNAL_waveBanks = waveBanks; INTERNAL_minPitch = minPitch; INTERNAL_maxPitch = maxPitch; INTERNAL_minVolume = minVolume; INTERNAL_maxVolume = maxVolume; INTERNAL_filterType = filterType; INTERNAL_loopCount = loopCount; INTERNAL_variationType = (VariationPlaylistType)variationType; INTERNAL_weights = weights; INTERNAL_waves = new SoundEffect[tracks.Length]; INTERNAL_curWave = -1; }
public PlayWaveEvent( uint timestamp, ushort[] tracks, byte[] waveBanks, short minPitch, short maxPitch, double minVolume, double maxVolume, byte filterType, byte loopCount, bool pitchVariationOnLoop, bool pitchVariationAdd, bool volumeVariationOnLoop, bool volumeVariationAdd, ushort trackVariationType, bool trackVariationOnLoop, byte[] weights ) : base(1, timestamp) { INTERNAL_tracks = tracks; INTERNAL_waveBanks = waveBanks; INTERNAL_minPitch = minPitch; INTERNAL_maxPitch = maxPitch; INTERNAL_minVolume = minVolume; INTERNAL_maxVolume = maxVolume; INTERNAL_filterType = filterType; INTERNAL_loopCount = loopCount; INTERNAL_pitchVariationOnLoop = pitchVariationOnLoop; INTERNAL_pitchVariationAdd = pitchVariationAdd; INTERNAL_volumeVariationOnLoop = volumeVariationOnLoop; INTERNAL_volumeVariationAdd = volumeVariationAdd; INTERNAL_trackVariationType = (VariationPlaylistType)trackVariationType; INTERNAL_trackVariationOnLoop = trackVariationOnLoop; INTERNAL_weights = weights; INTERNAL_waves = new SoundEffect[tracks.Length]; INTERNAL_curWave = -1; }
public PlayWaveEvent( uint timestamp, ushort[] tracks, byte[] waveBanks, short minPitch, short maxPitch, double minVolume, double maxVolume, byte loopCount, ushort variationType, byte[] weights ) : base(1, timestamp) { INTERNAL_tracks = tracks; INTERNAL_waveBanks = waveBanks; INTERNAL_minPitch = minPitch; INTERNAL_maxPitch = maxPitch; INTERNAL_minVolume = minVolume; INTERNAL_maxVolume = maxVolume; INTERNAL_loopCount = loopCount; INTERNAL_variationType = (VariationPlaylistType) variationType; INTERNAL_weights = weights; INTERNAL_waves = new SoundEffect[tracks.Length]; INTERNAL_curWave = -1; }