- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes). - Background sprites can emit sounds.
This commit is contained in:
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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@@ -17,17 +18,21 @@ namespace Barotrauma
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private OggSound oggSound;
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string filePath;
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private readonly string filePath;
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private readonly bool destroyOnGameEnd;
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private float baseVolume;
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private float range;
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private int alSourceId;
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private bool destroyOnGameEnd;
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//public float Volume
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//{
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// set { SoundManager.Volume(sourceIndex, value); }
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//}
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public bool IsPlaying
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{
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get
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{
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return SoundManager.IsPlaying(alSourceId);
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}
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}
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private Sound(string file, bool destroyOnGameEnd)
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{
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@@ -52,11 +57,14 @@ namespace Barotrauma
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ALHelper.Check();
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}
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baseVolume = 1.0f;
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range = 1000.0f;
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this.destroyOnGameEnd = destroyOnGameEnd;
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loadedSounds.Add(this);
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}
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public string FilePath
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{
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get { return filePath; }
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@@ -83,6 +91,20 @@ namespace Barotrauma
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return new Sound(file, destroyOnGameEnd);
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}
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public static Sound Load(XElement element, bool destroyOnGameEnd = true)
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{
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string filePath = ToolBox.GetAttributeString(element, "file", "");
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var newSound = new Sound(filePath, destroyOnGameEnd);
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if (newSound != null)
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{
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newSound.baseVolume = ToolBox.GetAttributeFloat(element, "volume", 1.0f);
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newSound.range = ToolBox.GetAttributeFloat(element, "range", 1000.0f);
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}
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return newSound;
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}
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public int Play(float volume = 1.0f)
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{
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if (volume <= 0.0f) return -1;
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@@ -91,77 +113,53 @@ namespace Barotrauma
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return alSourceId;
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}
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public int Play(Vector2 position)
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{
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return Play(baseVolume, range, position);
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}
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public int Play(float baseVolume, float range, Vector2 position)
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{
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//position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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//volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(volume * (range - position.Length())/range, 0.0f, 1.0f);
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Vector2 relativePos = GetRelativePosition(position);
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float volume = GetVolume(relativePos, range, baseVolume);
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if (volume <= 0.0f) return -1;
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alSourceId = SoundManager.Play(this, relativePos/100.0f, volume);
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alSourceId = SoundManager.Play(this, relativePos, volume);
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return alSourceId;
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//if (newIndex == -1) return -1;
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//return UpdatePosition(newIndex, position, range, volume);
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}
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//public int Play(float volume, float range, Body body)
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//{
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// //Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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// //bodyPosition.Y = -bodyPosition.Y;
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// alSourceId = Play(volume, range, ConvertUnits.ToDisplayUnits(body.Position));
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// return alSourceId;
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//}
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public void UpdatePosition(Vector2 position)
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{
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int sourceIndex = -1;
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if (SoundManager.IsPlaying(this, out sourceIndex))
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{
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Vector2 relativePos = GetRelativePosition(position);
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float volume = GetVolume(relativePos, range, baseVolume);
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if (volume <= 0.0f)
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{
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SoundManager.Stop(this);
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return;
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}
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SoundManager.UpdateSoundPosition(sourceIndex, relativePos, volume);
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}
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}
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private float GetVolume(Vector2 relativePosition, float range, float baseVolume)
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{
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float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - relativePosition.Length()) / range, 0.0f, 1.0f);
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float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - (relativePosition.Length() * 100.0f)) / range, 0.0f, 1.0f);
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return volume;
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}
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private Vector2 GetRelativePosition(Vector2 position)
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{
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return new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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return new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y) / 100.0f;
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}
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//public static int UpdatePosition(int sourceIndex, Vector2 position, float range, float baseVolume = 1.0f)
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//{
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// position = new Vector2(position.X - CameraPos.X, position.Y - CameraPos.Y);
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// float volume = (range == 0.0f) ? 0.0f : MathHelper.Clamp(baseVolume * (range - position.Length())/range, 0.0f, 1.0f);
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// if (volume <= 0.0f)
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// {
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// if (sourceIndex > 0)
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// {
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// SoundManager.Stop(sourceIndex);
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// sourceIndex = -1;
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// }
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// return sourceIndex;
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// }
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// SoundManager.UpdateSoundPosition(sourceIndex, position, volume, volume);
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// return sourceIndex;
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//}
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//public int UpdatePosition(int sourceIndex, Body body, float range, float baseVolume = 1.0f)
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//{
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// Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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// bodyPosition.Y = -bodyPosition.Y;
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// return UpdatePosition(sourceIndex, bodyPosition, range, baseVolume);
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//}
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public int Loop(int sourceIndex, float volume)
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{
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if (volume <= 0.0f)
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@@ -196,18 +194,10 @@ namespace Barotrauma
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return sourceIndex;
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}
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alSourceId = SoundManager.Loop(this, sourceIndex, relativePos / 100.0f, volume);
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alSourceId = SoundManager.Loop(this, sourceIndex, relativePos, volume);
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return alSourceId;
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}
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public bool IsPlaying
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{
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get
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{
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return SoundManager.IsPlaying(alSourceId);
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}
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}
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public static void OnGameEnd()
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{
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List<Sound> removableSounds = loadedSounds.FindAll(s => s.destroyOnGameEnd);
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