示例#1
0
        private SoundLooping ConvertSoundLooping(SoundLooping soundLooping)
        {
            soundLooping.Unused = null;

            soundLooping.SoundClass = ((int)soundLooping.SoundClass < 50) ? soundLooping.SoundClass : (soundLooping.SoundClass + 1);

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.FirstPersonInside)
            {
                soundLooping.SoundClass = SoundLooping.SoundClassValue.InsideSurroundTail;
            }

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.FirstPersonOutside)
            {
                soundLooping.SoundClass = SoundLooping.SoundClassValue.OutsideSurroundTail;
            }


            //
            // Fixes for looping sound (temporary and hacky)
            //

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.VehicleEngine ||
                soundLooping.SoundClass == SoundLooping.SoundClassValue.VehicleEngineLod ||
                soundLooping.SoundClass == SoundLooping.SoundClassValue.Music)
            {
                soundLooping.Unknown4 = 1;
            }


            return(soundLooping);
        }
示例#2
0
        private SoundLooping ConvertSoundLooping(SoundLooping soundLooping)
        {
            if (BlamSoundGestalt == null)
            {
                BlamSoundGestalt = PortingContextFactory.LoadSoundGestalt(CacheContext, ref BlamCache);
            }

            soundLooping.Unused = null;

            soundLooping.SoundClass = ((int)soundLooping.SoundClass < 50) ? soundLooping.SoundClass : (soundLooping.SoundClass + 1);

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.FirstPersonInside)
            {
                soundLooping.SoundClass = SoundLooping.SoundClassValue.InsideSurroundTail;
            }

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.FirstPersonOutside)
            {
                soundLooping.SoundClass = SoundLooping.SoundClassValue.OutsideSurroundTail;
            }

            /* unsuccessful hacks of death and suffering
             * foreach (var track in soundLooping.Tracks)
             * {
             *  track.FadeInDuration *= 2f;
             *  track.Unknown1 *= 2f;
             *  track.FadeOutDuration *= 2f;
             *  track.AlternateCrossfadeDuration *= 2f;
             *  track.Unknown5 *= 2;
             *  track.AlternateFadeOutDuration *= 2f;
             *  track.Unknown6 *= 2f;
             * }
             *
             * foreach (var detailSound in soundLooping.DetailSounds)
             *  detailSound.RandomPeriodBounds = new Bounds<float>(
             *      detailSound.RandomPeriodBounds.Lower * 2f,
             *      detailSound.RandomPeriodBounds.Upper * 2f);*/

            return(soundLooping);
        }
示例#3
0
        private SoundLooping ConvertSoundLooping(SoundLooping soundLooping)
        {
            if (BlamSoundGestalt == null)
            {
                BlamSoundGestalt = PortingContextFactory.LoadSoundGestalt(CacheContext, ref BlamCache);
            }

            soundLooping.Unused = null;

            soundLooping.SoundClass = ((int)soundLooping.SoundClass < 50) ? soundLooping.SoundClass : (soundLooping.SoundClass + 1);

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.FirstPersonInside)
            {
                soundLooping.SoundClass = SoundLooping.SoundClassValue.InsideSurroundTail;
            }

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.FirstPersonOutside)
            {
                soundLooping.SoundClass = SoundLooping.SoundClassValue.OutsideSurroundTail;
            }


            //
            // Fixes for looping sound (temporary and hacky)
            //

            if (soundLooping.SoundClass == SoundLooping.SoundClassValue.VehicleEngine ||
                soundLooping.SoundClass == SoundLooping.SoundClassValue.VehicleEngineLod ||
                soundLooping.SoundClass == SoundLooping.SoundClassValue.Music)
            {
                soundLooping.Unknown4 = 1;
            }


            return(soundLooping);
        }