예제 #1
0
        private void HandleAccelerationSound()
        {
            if (TimeCircuits.IsFlying)
            {
                return;
            }

            //Stop acceleration sounds if car is breaking / driving neutral
            if (Acceleration < -10f || !Game.IsControlPressed(Control.VehicleAccelerate) ||
                Game.IsControlPressed(Control.VehicleBrake) || Utils.IsAnyTireBurst(Vehicle) || Vehicle.IsInWater)
            {
                _accellSounds.ForEach(x => x.Stop());
                return;
            }

            // Play acceleration sound if player accelerates after driving neutral
            if (IsAccelerating)
            {
                if (_currentAccel != _engineAccell1Sound)
                {
                    if (_accellSounds.Any(x => x.IsAnyInstancePlaying))
                    {
                        if (_currentAccel.Last?.PlayPosition >= 7000)
                        {
                            _currentAccel.Play();
                        }
                    }
                    else
                    {
                        _currentAccel.Play();
                    }
                }
            }
        }
예제 #2
0
        private void HandleHoverSounds()
        {
            if (!TimeCircuits.IsFlying)
            {
                return;
            }

            // Play acceleration sound
            if (IsBoosting)
            {
                if (_engineAccell2Sound.IsAnyInstancePlaying)
                {
                    if (_engineAccell2Sound.Last?.PlayPosition >= 7000)
                    {
                        _engineAccell2Sound.Play();
                    }
                }
                else
                {
                    _engineAccell2Sound.Play();
                }
            }
            else
            {
                _engineAccell2Sound.Stop();
            }

            // Play deceleration sound
            if (Game.IsControlPressed(Control.VehicleBrake) && Speed > 15 && Utils.EntitySpeedVector(Vehicle).Y > 0)
            {
                if (!_engineDecellSound.IsAnyInstancePlaying || _engineDecellSound.Last?.PlayPosition > 1000)
                {
                    _engineDecellSound.Play();
                }
            }
            else
            {
                _engineDecellSound.Stop();
            }
        }
예제 #3
0
        private void HandleRegularSounds()
        {
            if (TimeCircuits.IsFlying)
            {
                return;
            }

            // Play Idle sound
            if (IsIdle)
            {
                if (!_engineIdleSound.IsAnyInstancePlaying)
                {
                    _engineIdleSound.Play();
                }
            }
            else
            {
                _engineIdleSound.Stop();
            }

            // Play revving sound
            if (IsRevving)
            {
                if (!_engineRevvingSound.IsAnyInstancePlaying || _engineRevvingSound.Last?.PlayPosition > 1000 && !_isRevPlayed)
                {
                    _engineRevvingSound.Play();
                    _isRevPlayed = true;
                }
            }
            else
            {
                _isRevPlayed = false;
            }

            // Play deceleration sound
            if (IsBreaking && Speed > 30 && !Utils.IsAnyTireBurst(Vehicle) && !Game.IsControlPressed(Control.VehicleAccelerate) &&
                !Vehicle.IsInWater)
            {
                if (!_engineDecellSound.IsAnyInstancePlaying || _engineDecellSound.Last?.PlayPosition > 1000)
                {
                    _engineDecellSound.Play();
                }
            }
            else
            {
                _engineDecellSound.Stop();
            }

            // Play reverse sound
            if (IsReversing && WheelSpeed < -3 && _possibleFastAccel && !Utils.IsAnyTireBurst(Vehicle) &&
                !Vehicle.IsInWater)
            {
                if (!_engineReverseSound.IsAnyInstancePlaying)
                {
                    _engineReverseSound.Play();
                }
            }
            else
            {
                _engineReverseSound.Stop();
            }
        }
예제 #4
0
        public override void Process()
        {
            if (_engineSounds.Any(x => x == null))
            {
                return;
            }

            if (Vehicle.IsVisible == false || !Vehicle.IsEngineRunning || !ModSettings.PlayEngineSounds)
            {
                Stop();
                return;
            }

            // Update wheel positions
            _wheelPos = new List <Vector3>
            {
                Vehicle.Bones["wheel_lf"].Position,
                Vehicle.Bones["wheel_rf"].Position,
                Vehicle.Bones["wheel_rr"].Position,
                Vehicle.Bones["wheel_lr"].Position
            };

            // Slower interval works more correct on high speed
            _checkInterval = Speed > 5 ? 250 : 25;

            // Acceleration prediction, cuz if angle is too high e.g. > 6 car wont drive fast,
            // or if its not all wheels / on dirt
            PredictAccleration();

            // Get speed of rear wheel because delorean is rear wheel drive so
            // we can accurately detect acceleration
            GetAccelerationSound();

            // Parse some engine info
            CheckIdle();
            CheckRevving();
            CheckDecelerration();
            CheckNeutral();
            CheckReverse();

            // Parse engine information just before check
            CheckGear();
            if (Game.GameTime > _check - 5)
            {
                CheckAcceleration();

                Acceleration = VehicleAcceleration() * 100;
            }


            // Simulate Doppler Effect
            _engineSounds.ForEach(x => x.Velocity = Vehicle.Velocity);

            // Play neutral sound
            if (Speed > 35)
            {
                if (!_engineNeutralSound.IsAnyInstancePlaying)
                {
                    _engineNeutralSound.Play();
                }
            }
            else
            {
                _engineNeutralSound.Stop();
            }

            HandleRegularSounds();

            HandleHoverSounds();

            // We don't process acceleration each tick
            // because we won't get accurate results
            if (Game.GameTime < _check)
            {
                return;
            }

            HandleAccelerationSound();

            // Show engine information on screen
            Debug(-1);

            // Re-check acceleration and reset timer
            if (Game.GameTime <= _check)
            {
                return;
            }

            _prevAccel = Utils.Magnitude(Vehicle.Velocity);

            // Next time check
            _check = Game.GameTime + _checkInterval;
        }