(7788ec72a) Test issuing orders automatically.
This commit is contained in:
@@ -35,7 +35,6 @@ namespace Barotrauma
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{
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public readonly string File;
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public readonly string Type;
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public readonly bool DuckVolume;
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public readonly Vector2 IntensityRange;
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@@ -44,7 +43,6 @@ namespace Barotrauma
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this.File = Path.GetFullPath(element.GetAttributeString("file", ""));
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this.Type = element.GetAttributeString("type", "").ToLowerInvariant();
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this.IntensityRange = element.GetAttributeVector2("intensityrange", new Vector2(0.0f, 100.0f));
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this.DuckVolume = element.GetAttributeBool("duckvolume", false);
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}
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}
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@@ -238,7 +236,7 @@ namespace Barotrauma
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}
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float ambienceVolume = 0.8f;
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if (Character.Controlled != null && !Character.Controlled.Removed)
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if (Character.Controlled != null)
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{
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AnimController animController = Character.Controlled.AnimController;
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if (animController.HeadInWater)
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@@ -374,6 +372,167 @@ namespace Barotrauma
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}
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}
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private static void UpdateFireSounds(float deltaTime)
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{
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for (int i = 0; i < fireVolumeLeft.Length; i++)
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{
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fireVolumeLeft[i] = 0.0f;
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fireVolumeRight[i] = 0.0f;
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}
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Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
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foreach (Hull hull in Hull.hullList)
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{
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foreach (FireSource fs in hull.FireSources)
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{
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Vector2 diff = fs.WorldPosition + fs.Size / 2 - listenerPos;
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if (Math.Abs(diff.X) < FireSoundRange && Math.Abs(diff.Y) < FireSoundRange)
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{
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Vector2 diffLeft = (fs.WorldPosition + new Vector2(fs.Size.X, fs.Size.Y / 2)) - listenerPos;
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if (diff.X < fs.Size.X / 2.0f) diff.X = 0.0f;
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if (diffLeft.X <= 0)
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{
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float distFallOffLeft = diffLeft.Length() / FireSoundRange;
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if (distFallOffLeft < 0.99f)
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{
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fireVolumeLeft[0] += (1.0f - distFallOffLeft) * (fs.Size.X / FireSoundLargeLimit);
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if (fs.Size.X > FireSoundLargeLimit) fireVolumeLeft[1] += (1.0f - distFallOffLeft) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
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}
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}
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Vector2 diffRight = (fs.WorldPosition + new Vector2(0.0f, fs.Size.Y / 2)) - listenerPos;
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if (diff.X < fs.Size.X / 2.0f) diff.X = 0.0f;
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if (diffRight.X >= 0)
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{
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float distFallOffRight = diffRight.Length() / FireSoundRange;
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if (distFallOffRight < 0.99f)
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{
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fireVolumeRight[0] += 1.0f - distFallOffRight;
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if (fs.Size.X > FireSoundLargeLimit) fireVolumeRight[1] += (1.0f - distFallOffRight) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
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}
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}
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}
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}
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}
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for (int i = 0; i < fireVolumeLeft.Length; i++)
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{
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if (fireVolumeLeft[i] < 0.05f && fireVolumeRight[i] < 0.05f)
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{
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if (fireSoundChannels[i] != null)
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{
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fireSoundChannels[i].FadeOutAndDispose();
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fireSoundChannels[i] = null;
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}
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}
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else
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{
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Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (fireVolumeRight[i] - fireVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
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if (fireSoundChannels[i] == null || !fireSoundChannels[i].IsPlaying)
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{
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fireSoundChannels[i] = GetSound(i == 0 ? "fire" : "firelarge").Play(1.0f, FlowSoundRange, soundPos);
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fireSoundChannels[i].Looping = true;
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}
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fireSoundChannels[i].Gain = Math.Max(fireVolumeRight[i], fireVolumeLeft[i]);
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fireSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
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}
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}
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}
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if (waterAmbiences.Count > 1)
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{
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if (waterAmbienceChannels[0] == null || !waterAmbienceChannels[0].IsPlaying)
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{
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waterAmbienceChannels[0] = waterAmbiences[0].Play(ambienceVolume * (1.0f - movementSoundVolume),"waterambience");
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//waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
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waterAmbienceChannels[0].Looping = true;
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}
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else
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{
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waterAmbienceChannels[0].Gain = ambienceVolume * (1.0f - movementSoundVolume);
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}
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if (waterAmbienceChannels[1] == null || !waterAmbienceChannels[1].IsPlaying)
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{
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waterAmbienceChannels[1] = waterAmbiences[1].Play(ambienceVolume * movementSoundVolume, "waterambience");
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//waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
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waterAmbienceChannels[1].Looping = true;
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}
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else
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{
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waterAmbienceChannels[1].Gain = ambienceVolume * movementSoundVolume;
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}
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}
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}
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private static void UpdateWaterFlowSounds(float deltaTime)
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{
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if (FlowSounds.Count == 0) { return; }
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float[] targetFlowLeft = new float[FlowSounds.Count];
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float[] targetFlowRight = new float[FlowSounds.Count];
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Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.Open < 0.01f) continue;
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float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
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if (gapFlow < 10.0f) continue;
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int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
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flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
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Vector2 diff = gap.WorldPosition - listenerPos;
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if (Math.Abs(diff.X) < FlowSoundRange && Math.Abs(diff.Y) < FlowSoundRange)
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{
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float dist = diff.Length();
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float distFallOff = dist / FlowSoundRange;
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if (distFallOff >= 0.99f) continue;
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//flow at the left side
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if (diff.X < 0)
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{
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targetFlowLeft[flowSoundIndex] = 1.0f - distFallOff;
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}
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else
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{
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targetFlowRight[flowSoundIndex] = 1.0f - distFallOff;
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}
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}
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}
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for (int i = 0; i < FlowSounds.Count; i++)
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{
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flowVolumeLeft[i] = (targetFlowLeft[i] < flowVolumeLeft[i]) ?
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Math.Max(targetFlowLeft[i], flowVolumeLeft[i] - deltaTime) :
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Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime);
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flowVolumeRight[i] = (targetFlowRight[i] < flowVolumeRight[i]) ?
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Math.Max(targetFlowRight[i], flowVolumeRight[i] - deltaTime) :
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Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime);
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if (flowVolumeLeft[i] < 0.05f && flowVolumeRight[i] < 0.05f)
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{
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if (flowSoundChannels[i] != null)
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{
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flowSoundChannels[i].Dispose();
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flowSoundChannels[i] = null;
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}
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}
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else
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{
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Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (flowVolumeRight[i] - flowVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
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if (flowSoundChannels[i] == null || !flowSoundChannels[i].IsPlaying)
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{
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flowSoundChannels[i] = FlowSounds[i].Play(1.0f, FlowSoundRange, soundPos);
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flowSoundChannels[i].Looping = true;
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}
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flowSoundChannels[i].Gain = Math.Max(flowVolumeRight[i], flowVolumeLeft[i]);
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flowSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
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}
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}
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}
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private static void UpdateFireSounds(float deltaTime)
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{
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for (int i = 0; i < fireVolumeLeft.Length; i++)
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@@ -453,7 +612,8 @@ namespace Barotrauma
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"ambient",
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new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y) + Rand.Vector(100.0f),
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Rand.Range(0.5f, 1.0f),
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1000.0f);
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1000.0f,
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new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y) + Rand.Vector(100.0f));
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ambientSoundTimer = Rand.Range(ambientSoundInterval.X, ambientSoundInterval.Y);
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}
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@@ -467,31 +627,23 @@ namespace Barotrauma
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return matchingSounds[Rand.Int(matchingSounds.Count)];
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}
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/// <summary>
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/// Play a sound defined in a sound xml file without any positional effects.
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/// </summary>
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public static SoundChannel PlaySound(string soundTag, float volume = 1.0f)
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{
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var sound = GetSound(soundTag);
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return sound?.Play(volume);
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}
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/// <summary>
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/// Play a sound defined in a sound xml file. If the volume or range parameters are omitted, the volume and range defined in the sound xml are used.
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/// </summary>
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public static SoundChannel PlaySound(string soundTag, Vector2 position, float? volume = null, float? range = null, Hull hullGuess = null)
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public static SoundChannel PlaySound(string soundTag, float volume, float range, Vector2 position, Hull hullGuess = null)
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{
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var sound = GetSound(soundTag);
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if (sound == null) return null;
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return PlaySound(sound, position, volume ?? sound.BaseGain, range ?? sound.BaseFar, hullGuess);
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return PlaySound(sound, sound.BaseGain * volume, range, position, hullGuess);
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}
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public static SoundChannel PlaySound(Sound sound, Vector2 position, float? volume = null, float? range = null, Hull hullGuess = null)
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public static SoundChannel PlaySound(Sound sound, float volume, float range, Vector2 position, Hull hullGuess = null)
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{
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float far = range ?? sound.BaseFar;
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if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > far * far) return null;
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return sound.Play(volume ?? sound.BaseGain, far, position, muffle: ShouldMuffleSound(Character.Controlled, position, far, hullGuess));
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if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > range * range) return null;
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return sound.Play(sound.BaseGain * volume, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, hullGuess));
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}
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private static void UpdateMusic(float deltaTime)
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@@ -525,7 +677,7 @@ namespace Barotrauma
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//switch the music if nothing playing atm or the currently playing clip is not suitable anymore
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else if (targetMusic[0] == null || currentMusic[0] == null || !suitableMusic.Any(m => m.File == currentMusic[0].Filename))
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{
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targetMusic[0] = suitableMusic.GetRandom();
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targetMusic[0] = suitableMusic.GetRandom();
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}
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//get the appropriate intensity layers for current situation
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@@ -560,7 +712,6 @@ namespace Barotrauma
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updateMusicTimer = UpdateMusicInterval;
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}
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int activeTrackCount = targetMusic.Count(m => m != null);
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for (int i = 0; i < MaxMusicChannels; i++)
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{
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//nothing should be playing on this channel
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@@ -600,12 +751,7 @@ namespace Barotrauma
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musicChannel[i] = currentMusic[i].Play(0.0f, "music");
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musicChannel[i].Looping = true;
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}
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float targetGain = 1.0f;
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if (targetMusic[i].DuckVolume)
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{
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targetGain = (float)Math.Sqrt(1.0f / activeTrackCount);
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}
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musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, targetGain, MusicLerpSpeed * deltaTime);
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musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 1.0f, MusicLerpSpeed * deltaTime);
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}
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}
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}
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@@ -673,7 +819,8 @@ namespace Barotrauma
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foreach (Character character in Character.CharacterList)
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{
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if (character.IsDead || !character.Enabled) continue;
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if (!(character.AIController is EnemyAIController enemyAI) || (!enemyAI.AttackHumans && !enemyAI.AttackRooms)) continue;
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EnemyAIController enemyAI = character.AIController as EnemyAIController;
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if (enemyAI == null || (!enemyAI.AttackHumans && !enemyAI.AttackRooms)) continue;
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if (targetSubmarine != null)
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{
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@@ -691,16 +838,9 @@ namespace Barotrauma
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}
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}
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if (GameMain.GameSession != null)
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if (GameMain.GameSession != null && Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0)
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{
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if (Submarine.Loaded != null && Level.Loaded != null && Submarine.MainSub.AtEndPosition)
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{
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return "levelend";
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}
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if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0)
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{
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return "start";
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}
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return "start";
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}
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return "default";
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