internal static void PlayWeaponFireAudio(int weaponId, AkGameObj target, AudioGrp_ShotMode shotMode) { AudioEventItem evtConfig = SingletonManager.Get <AudioWeaponManager>().FindById(weaponId, FilterFire); if (evtConfig != null && target != null) { AuidoGrp_RefShotMode refShotMode = (shotMode == AudioGrp_ShotMode.Silencer) ? AuidoGrp_RefShotMode.Silencer : AuidoGrp_RefShotMode.Default; AudioEntry.Dispatcher.SetSwitch(target, shotMode); AudioEntry.Dispatcher.SetSwitch(target, refShotMode); AudioEntry.Dispatcher.PostEvent(evtConfig, target); } else { AudioEntry.Logger.InfoFormat("Audio Post event failed,target:{0},evtCfg:{1}", target, weaponId); } }
internal void SetSwitch(AkGameObj target, AuidoGrp_RefShotMode shotModelGrpIndex) { SetSwitch(target, (int)AuidoGrp_RefShotMode.Id, (int)shotModelGrpIndex); }