private float GetSoundVolume(ItemSound sound)
        {
            if (sound == null)
            {
                return(0.0f);
            }
            if (sound.VolumeProperty == "")
            {
                return(1.0f);
            }

            ObjectProperty op = null;

            if (properties.TryGetValue(sound.VolumeProperty.ToLowerInvariant(), out op))
            {
                float newVolume = 0.0f;
                try
                {
                    newVolume = (float)op.GetValue();
                }
                catch
                {
                    return(0.0f);
                }
                newVolume *= sound.VolumeMultiplier;

                return(MathHelper.Clamp(newVolume, 0.0f, 1.0f));
            }

            return(0.0f);
        }
示例#2
0
        private void PlaySound(ItemSound itemSound, Vector2 position)
        {
            if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > itemSound.Range * itemSound.Range)
            {
                return;
            }

            if (itemSound.Loop)
            {
                if (loopingSoundChannel != null && loopingSoundChannel.Sound != itemSound.RoundSound.Sound)
                {
                    loopingSoundChannel.FadeOutAndDispose(); loopingSoundChannel = null;
                }
                if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
                {
                    float volume = GetSoundVolume(itemSound);
                    if (volume <= 0.0001f)
                    {
                        return;
                    }
                    loopingSound        = itemSound;
                    loopingSoundChannel = loopingSound.RoundSound.Sound.Play(
                        new Vector3(position.X, position.Y, 0.0f),
                        0.01f,
                        muffle: SoundPlayer.ShouldMuffleSound(Character.Controlled, position, loopingSound.Range, Character.Controlled?.CurrentHull));
                    loopingSoundChannel.Looping = true;
                    //TODO: tweak
                    loopingSoundChannel.Near = loopingSound.Range * 0.4f;
                    loopingSoundChannel.Far  = loopingSound.Range;
                }
            }
            else
            {
                float volume = GetSoundVolume(itemSound);
                if (volume <= 0.0001f)
                {
                    return;
                }
                var channel = SoundPlayer.PlaySound(itemSound.RoundSound.Sound, position, volume, itemSound.Range, item.CurrentHull);
                if (channel != null)
                {
                    playingOneshotSoundChannels.Add(channel);
                }
            }
        }
        public void PlaySound(ActionType type, Vector2 position)
        {
            if (loopingSound != null)
            {
                loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
                return;
            }

            List <ItemSound> matchingSounds;

            if (!sounds.TryGetValue(type, out matchingSounds))
            {
                return;
            }

            ItemSound itemSound = null;

            if (!Sounds.SoundManager.IsPlaying(loopingSoundIndex))
            {
                int index = Rand.Int(matchingSounds.Count);
                itemSound = matchingSounds[index];
            }

            if (itemSound == null)
            {
                return;
            }

            if (itemSound.Loop)
            {
                loopingSound = itemSound;

                loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
            }
            else
            {
                float volume = GetSoundVolume(itemSound);
                if (volume == 0.0f)
                {
                    return;
                }
                itemSound.Sound.Play(volume, itemSound.Range, position);
            }
        }
示例#4
0
        public void StopSounds(ActionType type)
        {
            if (loopingSound == null)
            {
                return;
            }

            if (loopingSound.Type != type)
            {
                return;
            }

            if (loopingSoundChannel != null)
            {
                loopingSoundChannel.FadeOutAndDispose();
                loopingSoundChannel = null;
                loopingSound        = null;
            }
        }
示例#5
0
        private float GetSoundVolume(ItemSound sound)
        {
            if (sound == null)
            {
                return(0.0f);
            }
            if (sound.VolumeProperty == "")
            {
                return(sound.VolumeMultiplier);
            }

            if (SerializableProperties.TryGetValue(sound.VolumeProperty, out SerializableProperty property))
            {
                float newVolume = 0.0f;
                try
                {
                    newVolume = (float)property.GetValue(this);
                }
                catch
                {
                    return(0.0f);
                }
                newVolume *= sound.VolumeMultiplier;

                if (!MathUtils.IsValid(newVolume))
                {
                    DebugConsole.Log("Invalid sound volume (item " + item.Name + ", " + GetType().ToString() + "): " + newVolume);
                    GameAnalyticsManager.AddErrorEventOnce(
                        "ItemComponent.PlaySound:" + item.Name + GetType().ToString(),
                        GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
                        "Invalid sound volume (item " + item.Name + ", " + GetType().ToString() + "): " + newVolume);
                    return(0.0f);
                }

                return(MathHelper.Clamp(newVolume, 0.0f, 1.0f));
            }

            return(0.0f);
        }
示例#6
0
        private void PlaySound(ItemSound itemSound, Vector2 position, Character user = null)
        {
            if (Vector3.DistanceSquared(GameMain.SoundManager.ListenerPosition, new Vector3(position.X, position.Y, 0.0f)) > itemSound.Range * itemSound.Range)
            {
                return;
            }

            if (itemSound.Loop)
            {
                loopingSound = itemSound;
                if (loopingSoundChannel != null && loopingSoundChannel.Sound != loopingSound.RoundSound.Sound)
                {
                    loopingSoundChannel.Dispose(); loopingSoundChannel = null;
                }
                if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
                {
                    loopingSoundChannel = loopingSound.RoundSound.Sound.Play(
                        new Vector3(position.X, position.Y, 0.0f),
                        GetSoundVolume(loopingSound),
                        muffle: SoundPlayer.ShouldMuffleSound(Character.Controlled, position, loopingSound.Range, Character.Controlled?.CurrentHull));
                    loopingSoundChannel.Looping = true;
                    //TODO: tweak
                    loopingSoundChannel.Near = loopingSound.Range * 0.4f;
                    loopingSoundChannel.Far  = loopingSound.Range;
                }
            }
            else
            {
                float volume = GetSoundVolume(itemSound);
                if (volume <= 0.0f)
                {
                    return;
                }
                SoundPlayer.PlaySound(itemSound.RoundSound.Sound, volume, itemSound.Range, position, item.CurrentHull);
            }
        }
        public void StopSounds(ActionType type)
        {
            if (loopingSoundIndex <= 0)
            {
                return;
            }

            if (loopingSound == null)
            {
                return;
            }

            if (loopingSound.Type != type)
            {
                return;
            }

            if (Sounds.SoundManager.IsPlaying(loopingSoundIndex))
            {
                Sounds.SoundManager.Stop(loopingSoundIndex);
                loopingSound      = null;
                loopingSoundIndex = -1;
            }
        }
示例#8
0
        private bool LoadElemProjSpecific(XElement subElement)
        {
            switch (subElement.Name.ToString().ToLowerInvariant())
            {
            case "guiframe":
                if (subElement.Attribute("rect") != null)
                {
                    DebugConsole.ThrowError("Error in item config \"" + item.ConfigFile + "\" - GUIFrame defined as rect, use RectTransform instead.");
                    break;
                }

                Color?color = null;
                if (subElement.Attribute("color") != null)
                {
                    color = subElement.GetAttributeColor("color", Color.White);
                }
                string style = subElement.Attribute("style") == null ?
                               null : subElement.GetAttributeString("style", "");

                GuiFrame      = new GUIFrame(RectTransform.Load(subElement, GUI.Canvas), style, color);
                DefaultLayout = GUILayoutSettings.Load(subElement);
                break;

            case "alternativelayout":
                AlternativeLayout = GUILayoutSettings.Load(subElement);
                break;

            case "itemsound":
            case "sound":
                string filePath = subElement.GetAttributeString("file", "");

                if (filePath == "")
                {
                    filePath = subElement.GetAttributeString("sound", "");
                }

                if (filePath == "")
                {
                    DebugConsole.ThrowError("Error when instantiating item \"" + item.Name + "\" - sound with no file path set");
                    break;
                }

                if (!filePath.Contains("/") && !filePath.Contains("\\") && !filePath.Contains(Path.DirectorySeparatorChar))
                {
                    filePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), filePath);
                }

                ActionType type;
                try
                {
                    type = (ActionType)Enum.Parse(typeof(ActionType), subElement.GetAttributeString("type", ""), true);
                }
                catch (Exception e)
                {
                    DebugConsole.ThrowError("Invalid sound type in " + subElement + "!", e);
                    break;
                }

                RoundSound sound = Submarine.LoadRoundSound(subElement);
                if (sound == null)
                {
                    break;
                }
                ItemSound itemSound = new ItemSound(sound, type, subElement.GetAttributeBool("loop", false))
                {
                    VolumeProperty = subElement.GetAttributeString("volumeproperty", "").ToLowerInvariant()
                };

                if (soundSelectionModes == null)
                {
                    soundSelectionModes = new Dictionary <ActionType, SoundSelectionMode>();
                }
                if (!soundSelectionModes.ContainsKey(type) || soundSelectionModes[type] == SoundSelectionMode.Random)
                {
                    SoundSelectionMode selectionMode = SoundSelectionMode.Random;
                    Enum.TryParse(subElement.GetAttributeString("selectionmode", "Random"), out selectionMode);
                    soundSelectionModes[type] = selectionMode;
                }

                List <ItemSound> soundList = null;
                if (!sounds.TryGetValue(itemSound.Type, out soundList))
                {
                    soundList = new List <ItemSound>();
                    sounds.Add(itemSound.Type, soundList);
                }

                soundList.Add(itemSound);
                break;

            default:
                return(false); //unknown element
            }
            return(true);      //element processed
        }
示例#9
0
        public void PlaySound(ActionType type, Vector2 position, Character user = null)
        {
            if (loopingSound != null)
            {
                if (Vector3.DistanceSquared(GameMain.SoundManager.ListenerPosition, new Vector3(position.X, position.Y, 0.0f)) > loopingSound.Range * loopingSound.Range)
                {
                    if (loopingSoundChannel != null)
                    {
                        loopingSoundChannel.FadeOutAndDispose(); loopingSoundChannel = null;
                    }
                    return;
                }

                if (loopingSoundChannel != null && loopingSoundChannel.Sound != loopingSound.RoundSound.Sound)
                {
                    loopingSoundChannel.FadeOutAndDispose(); loopingSoundChannel = null;
                }
                if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
                {
                    loopingSoundChannel = loopingSound.RoundSound.Sound.Play(
                        new Vector3(position.X, position.Y, 0.0f),
                        0.01f,
                        SoundPlayer.ShouldMuffleSound(Character.Controlled, position, loopingSound.Range, Character.Controlled?.CurrentHull));
                    loopingSoundChannel.Looping = true;
                    //TODO: tweak
                    loopingSoundChannel.Near = loopingSound.Range * 0.4f;
                    loopingSoundChannel.Far  = loopingSound.Range;
                }
                if (loopingSoundChannel != null)
                {
                    if (Timing.TotalTime > lastMuffleCheckTime + 0.2f)
                    {
                        shouldMuffleLooping = SoundPlayer.ShouldMuffleSound(Character.Controlled, position, loopingSound.Range, Character.Controlled?.CurrentHull);
                        lastMuffleCheckTime = (float)Timing.TotalTime;
                    }
                    loopingSoundChannel.Muffled = shouldMuffleLooping;
                    float targetGain = GetSoundVolume(loopingSound);
                    float gainDiff   = targetGain - loopingSoundChannel.Gain;
                    loopingSoundChannel.Gain    += Math.Abs(gainDiff) < 0.1f ? gainDiff : Math.Sign(gainDiff) * 0.1f;
                    loopingSoundChannel.Position = new Vector3(position.X, position.Y, 0.0f);
                }
                return;
            }

            if (!sounds.TryGetValue(type, out List <ItemSound> matchingSounds))
            {
                return;
            }

            ItemSound itemSound = null;

            if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
            {
                SoundSelectionMode soundSelectionMode = soundSelectionModes[type];
                int index;
                if (soundSelectionMode == SoundSelectionMode.CharacterSpecific && user != null)
                {
                    index = user.ID % matchingSounds.Count;
                }
                else if (soundSelectionMode == SoundSelectionMode.ItemSpecific)
                {
                    index = item.ID % matchingSounds.Count;
                }
                else if (soundSelectionMode == SoundSelectionMode.All)
                {
                    foreach (ItemSound sound in matchingSounds)
                    {
                        PlaySound(sound, position, user);
                    }
                    return;
                }
                else
                {
                    index = Rand.Int(matchingSounds.Count);
                }

                itemSound = matchingSounds[index];
                PlaySound(matchingSounds[index], position, user);
            }
        }
        public ItemComponent(Item item, XElement element)
        {
            this.item = item;

            properties = ObjectProperty.GetProperties(this);

            //canBePicked = ToolBox.GetAttributeBool(element, "canbepicked", false);
            //canBeSelected = ToolBox.GetAttributeBool(element, "canbeselected", false);

            //msg = ToolBox.GetAttributeString(element, "msg", "");

            requiredItems = new List <RelatedItem>();

            requiredSkills = new List <Skill>();

            sounds = new Dictionary <ActionType, List <ItemSound> >();

            SelectKey = InputType.Select;

            try
            {
                string selectKeyStr = ToolBox.GetAttributeString(element, "selectkey", "Select");
                selectKeyStr = ToolBox.ConvertInputType(selectKeyStr);
                SelectKey    = (InputType)Enum.Parse(typeof(InputType), selectKeyStr, true);
            }
            catch (Exception e)
            {
                DebugConsole.ThrowError("Invalid select key in " + element + "!", e);
            }

            PickKey = InputType.Select;

            try
            {
                string pickKeyStr = ToolBox.GetAttributeString(element, "selectkey", "Select");
                pickKeyStr = ToolBox.ConvertInputType(pickKeyStr);
                PickKey    = (InputType)Enum.Parse(typeof(InputType), pickKeyStr, true);
            }
            catch (Exception e)
            {
                DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
            }

            properties = ObjectProperty.InitProperties(this, element);

            foreach (XElement subElement in element.Elements())
            {
                switch (subElement.Name.ToString().ToLowerInvariant())
                {
                case "requireditem":
                case "requireditems":
                    RelatedItem ri = RelatedItem.Load(subElement);
                    if (ri != null)
                    {
                        requiredItems.Add(ri);
                    }
                    break;

                case "requiredskill":
                case "requiredskills":
                    string skillName = ToolBox.GetAttributeString(subElement, "name", "");
                    requiredSkills.Add(new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
                    break;

                case "statuseffect":
                    var statusEffect = StatusEffect.Load(subElement);

                    if (statusEffectLists == null)
                    {
                        statusEffectLists = new Dictionary <ActionType, List <StatusEffect> >();
                    }

                    List <StatusEffect> effectList;
                    if (!statusEffectLists.TryGetValue(statusEffect.type, out effectList))
                    {
                        effectList = new List <StatusEffect>();
                        statusEffectLists.Add(statusEffect.type, effectList);
                    }

                    effectList.Add(statusEffect);

                    break;

                case "guiframe":
                    string rectStr = ToolBox.GetAttributeString(subElement, "rect", "0.0,0.0,0.5,0.5");

                    string[] components = rectStr.Split(',');
                    if (components.Length < 4)
                    {
                        continue;
                    }

                    Vector4 rect = ToolBox.GetAttributeVector4(subElement, "rect", Vector4.One);
                    if (components[0].Contains("."))
                    {
                        rect.X *= GameMain.GraphicsWidth;
                    }
                    if (components[1].Contains("."))
                    {
                        rect.Y *= GameMain.GraphicsHeight;
                    }
                    if (components[2].Contains("."))
                    {
                        rect.Z *= GameMain.GraphicsWidth;
                    }
                    if (components[3].Contains("."))
                    {
                        rect.W *= GameMain.GraphicsHeight;
                    }

                    string style = ToolBox.GetAttributeString(subElement, "style", "");

                    Vector4 color = ToolBox.GetAttributeVector4(subElement, "color", Vector4.One);

                    Alignment alignment = Alignment.Center;
                    try
                    {
                        alignment = (Alignment)Enum.Parse(typeof(Alignment),
                                                          ToolBox.GetAttributeString(subElement, "alignment", "Center"), true);
                    }
                    catch
                    {
                        DebugConsole.ThrowError("Error in " + element + "! \"" + element.Attribute("type").Value + "\" is not a valid alignment");
                    }

                    guiFrame = new GUIFrame(
                        new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Z, (int)rect.W),
                        new Color(color.X, color.Y, color.Z) * color.W,
                        alignment, style);

                    break;

                case "sound":
                    string filePath = ToolBox.GetAttributeString(subElement, "file", "");

                    if (filePath == "")
                    {
                        filePath = ToolBox.GetAttributeString(subElement, "sound", "");
                    }

                    if (filePath == "")
                    {
                        DebugConsole.ThrowError("Error when instantiating item \"" + item.Name + "\" - sound with no file path set");
                        continue;
                    }

                    if (!filePath.Contains("/") && !filePath.Contains("\\") && !filePath.Contains(Path.DirectorySeparatorChar))
                    {
                        filePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), filePath);
                    }

                    ActionType type;

                    try
                    {
                        type = (ActionType)Enum.Parse(typeof(ActionType), ToolBox.GetAttributeString(subElement, "type", ""), true);
                    }
                    catch (Exception e)
                    {
                        DebugConsole.ThrowError("Invalid sound type in " + subElement + "!", e);
                        break;
                    }

                    Sound sound = Sound.Load(filePath);

                    float     range     = ToolBox.GetAttributeFloat(subElement, "range", 800.0f);
                    bool      loop      = ToolBox.GetAttributeBool(subElement, "loop", false);
                    ItemSound itemSound = new ItemSound(sound, type, range, loop);
                    itemSound.VolumeProperty   = ToolBox.GetAttributeString(subElement, "volume", "");
                    itemSound.VolumeMultiplier = ToolBox.GetAttributeFloat(subElement, "volumemultiplier", 1.0f);

                    List <ItemSound> soundList = null;
                    if (!sounds.TryGetValue(itemSound.Type, out soundList))
                    {
                        soundList = new List <ItemSound>();
                        sounds.Add(itemSound.Type, soundList);
                    }

                    soundList.Add(itemSound);
                    break;

                default:
                    ItemComponent ic = Load(subElement, item, item.ConfigFile, false);
                    if (ic == null)
                    {
                        break;
                    }

                    ic.Parent = this;
                    item.components.Add(ic);
                    break;
                }
            }
        }
示例#11
0
        public void PlaySound(ActionType type, Character user = null)
        {
            if (!hasSoundsOfType[(int)type])
            {
                return;
            }

            if (loopingSound != null)
            {
                if (Vector3.DistanceSquared(GameMain.SoundManager.ListenerPosition, new Vector3(item.WorldPosition, 0.0f)) > loopingSound.Range * loopingSound.Range ||
                    (GetSoundVolume(loopingSound)) <= 0.0001f)
                {
                    if (loopingSoundChannel != null)
                    {
                        loopingSoundChannel.FadeOutAndDispose();
                        loopingSoundChannel = null;
                        loopingSound        = null;
                    }
                    return;
                }

                if (loopingSoundChannel != null && loopingSoundChannel.Sound != loopingSound.RoundSound.Sound)
                {
                    loopingSoundChannel.FadeOutAndDispose();
                    loopingSoundChannel = null;
                    loopingSound        = null;
                }
                if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
                {
                    loopingSoundChannel = loopingSound.RoundSound.Sound.Play(
                        new Vector3(item.WorldPosition, 0.0f),
                        0.01f,
                        SoundPlayer.ShouldMuffleSound(Character.Controlled, item.WorldPosition, loopingSound.Range, Character.Controlled?.CurrentHull));
                    loopingSoundChannel.Looping = true;
                    //TODO: tweak
                    loopingSoundChannel.Near = loopingSound.Range * 0.4f;
                    loopingSoundChannel.Far  = loopingSound.Range;
                }
                return;
            }

            var matchingSounds = sounds[type];

            if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
            {
                SoundSelectionMode soundSelectionMode = soundSelectionModes[type];
                int index;
                if (soundSelectionMode == SoundSelectionMode.CharacterSpecific && user != null)
                {
                    index = user.ID % matchingSounds.Count;
                }
                else if (soundSelectionMode == SoundSelectionMode.ItemSpecific)
                {
                    index = item.ID % matchingSounds.Count;
                }
                else if (soundSelectionMode == SoundSelectionMode.All)
                {
                    foreach (ItemSound sound in matchingSounds)
                    {
                        PlaySound(sound, item.WorldPosition);
                    }
                    return;
                }
                else
                {
                    index = Rand.Int(matchingSounds.Count);
                }

                PlaySound(matchingSounds[index], item.WorldPosition);
            }
        }
示例#12
0
        private bool LoadElemProjSpecific(XElement subElement)
        {
            switch (subElement.Name.ToString().ToLowerInvariant())
            {
            case "guiframe":
                string rectStr = ToolBox.GetAttributeString(subElement, "rect", "0.0,0.0,0.5,0.5");

                string[] components = rectStr.Split(',');
                if (components.Length < 4)
                {
                    break;
                }

                Vector4 rect = ToolBox.GetAttributeVector4(subElement, "rect", Vector4.One);
                if (components[0].Contains("."))
                {
                    rect.X *= GameMain.GraphicsWidth;
                }
                if (components[1].Contains("."))
                {
                    rect.Y *= GameMain.GraphicsHeight;
                }
                if (components[2].Contains("."))
                {
                    rect.Z *= GameMain.GraphicsWidth;
                }
                if (components[3].Contains("."))
                {
                    rect.W *= GameMain.GraphicsHeight;
                }

                string style = ToolBox.GetAttributeString(subElement, "style", "");

                Vector4 color = ToolBox.GetAttributeVector4(subElement, "color", Vector4.One);

                Alignment alignment = Alignment.Center;
                try
                {
                    alignment = (Alignment)Enum.Parse(typeof(Alignment),
                                                      ToolBox.GetAttributeString(subElement, "alignment", "Center"), true);
                }
                catch
                {
                    DebugConsole.ThrowError("Error in " + subElement.Parent + "! \"" + subElement.Parent.Attribute("type").Value + "\" is not a valid alignment");
                }

                guiFrame = new GUIFrame(
                    new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Z, (int)rect.W),
                    new Color(color.X, color.Y, color.Z) * color.W,
                    alignment, style);

                break;

            case "sound":
                string filePath = ToolBox.GetAttributeString(subElement, "file", "");

                if (filePath == "")
                {
                    filePath = ToolBox.GetAttributeString(subElement, "sound", "");
                }

                if (filePath == "")
                {
                    DebugConsole.ThrowError("Error when instantiating item \"" + item.Name + "\" - sound with no file path set");
                    break;
                }

                if (!filePath.Contains("/") && !filePath.Contains("\\") && !filePath.Contains(Path.DirectorySeparatorChar))
                {
                    filePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), filePath);
                }

                ActionType type;

                try
                {
                    type = (ActionType)Enum.Parse(typeof(ActionType), ToolBox.GetAttributeString(subElement, "type", ""), true);
                }
                catch (Exception e)
                {
                    DebugConsole.ThrowError("Invalid sound type in " + subElement + "!", e);
                    break;
                }

                Sound sound = Sound.Load(filePath);

                float     range     = ToolBox.GetAttributeFloat(subElement, "range", 800.0f);
                bool      loop      = ToolBox.GetAttributeBool(subElement, "loop", false);
                ItemSound itemSound = new ItemSound(sound, type, range, loop);
                itemSound.VolumeProperty   = ToolBox.GetAttributeString(subElement, "volume", "");
                itemSound.VolumeMultiplier = ToolBox.GetAttributeFloat(subElement, "volumemultiplier", 1.0f);

                List <ItemSound> soundList = null;
                if (!sounds.TryGetValue(itemSound.Type, out soundList))
                {
                    soundList = new List <ItemSound>();
                    sounds.Add(itemSound.Type, soundList);
                }

                soundList.Add(itemSound);
                break;

            default:
                return(false); //unknown element
            }
            return(true);      //element processed
        }
示例#13
0
        public void PlaySound(ActionType type, Character user = null)
        {
            if (!hasSoundsOfType[(int)type])
            {
                return;
            }
            if (GameMain.Client?.MidRoundSyncing ?? false)
            {
                return;
            }

            if (loopingSound != null)
            {
                if (Vector3.DistanceSquared(GameMain.SoundManager.ListenerPosition, new Vector3(item.WorldPosition, 0.0f)) > loopingSound.Range * loopingSound.Range ||
                    (GetSoundVolume(loopingSound)) <= 0.0001f)
                {
                    if (loopingSoundChannel != null)
                    {
                        loopingSoundChannel.FadeOutAndDispose();
                        loopingSoundChannel = null;
                        loopingSound        = null;
                    }
                    return;
                }

                if (loopingSoundChannel != null && loopingSoundChannel.Sound != loopingSound.RoundSound.Sound)
                {
                    loopingSoundChannel.FadeOutAndDispose();
                    loopingSoundChannel = null;
                    loopingSound        = null;
                }

                if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
                {
                    loopingSoundChannel = loopingSound.RoundSound.Sound.Play(
                        new Vector3(item.WorldPosition, 0.0f),
                        0.01f,
                        loopingSound.RoundSound.GetRandomFrequencyMultiplier(),
                        SoundPlayer.ShouldMuffleSound(Character.Controlled, item.WorldPosition, loopingSound.Range, Character.Controlled?.CurrentHull));
                    loopingSoundChannel.Looping = true;
                    //TODO: tweak
                    loopingSoundChannel.Near = loopingSound.Range * 0.4f;
                    loopingSoundChannel.Far  = loopingSound.Range;
                }

                // Looping sound with manual selection mode should be changed if value of ManuallySelectedSound has changed
                // Otherwise the sound won't change until the sound condition (such as being active) is disabled and re-enabled
                if (loopingSoundChannel != null && loopingSoundChannel.IsPlaying && soundSelectionModes[type] == SoundSelectionMode.Manual)
                {
                    var playingIndex         = sounds[type].IndexOf(loopingSound);
                    var shouldBePlayingIndex = Math.Clamp(ManuallySelectedSound, 0, sounds[type].Count);
                    if (playingIndex != shouldBePlayingIndex)
                    {
                        loopingSoundChannel.FadeOutAndDispose();
                        loopingSoundChannel = null;
                        loopingSound        = null;
                    }
                }

                return;
            }

            var matchingSounds = sounds[type];

            if (loopingSoundChannel == null || !loopingSoundChannel.IsPlaying)
            {
                SoundSelectionMode soundSelectionMode = soundSelectionModes[type];
                int index;
                if (soundSelectionMode == SoundSelectionMode.CharacterSpecific && user != null)
                {
                    index = user.ID % matchingSounds.Count;
                }
                else if (soundSelectionMode == SoundSelectionMode.ItemSpecific)
                {
                    index = item.ID % matchingSounds.Count;
                }
                else if (soundSelectionMode == SoundSelectionMode.All)
                {
                    foreach (ItemSound sound in matchingSounds)
                    {
                        PlaySound(sound, item.WorldPosition);
                    }
                    return;
                }
                else if (soundSelectionMode == SoundSelectionMode.Manual)
                {
                    index = Math.Clamp(ManuallySelectedSound, 0, matchingSounds.Count);
                }
                else
                {
                    index = Rand.Int(matchingSounds.Count);
                }

                PlaySound(matchingSounds[index], item.WorldPosition);
            }
        }