38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -1,9 +1,8 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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using Barotrauma.Sounds;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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@@ -34,16 +33,16 @@ namespace Barotrauma
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public class BackgroundMusic
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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 string File;
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public readonly string Type;
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public readonly Vector2 priorityRange;
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public BackgroundMusic(string file, string type, Vector2 priorityRange)
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public readonly Vector2 IntensityRange;
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public BackgroundMusic(XElement element)
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{
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this.file = file;
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this.type = type;
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this.priorityRange = priorityRange;
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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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}
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}
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@@ -52,20 +51,21 @@ namespace Barotrauma
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private static ILookup<string, Sound> miscSounds;
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//music
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public static float MusicVolume = 1.0f;
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private const float MusicLerpSpeed = 1.0f;
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private const float UpdateMusicInterval = 5.0f;
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private static BackgroundMusic currentMusic;
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private static BackgroundMusic targetMusic;
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const int MaxMusicChannels = 6;
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private readonly static Sound[] currentMusic = new Sound[MaxMusicChannels];
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private readonly static SoundChannel[] musicChannel = new SoundChannel[MaxMusicChannels];
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private readonly static BackgroundMusic[] targetMusic = new BackgroundMusic[MaxMusicChannels];
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private static List<BackgroundMusic> musicClips;
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private static float currMusicVolume;
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private static float updateMusicTimer;
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//ambience
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private static List<Sound> waterAmbiences = new List<Sound>();
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private static int[] waterAmbienceIndexes = new int[2];
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private static SoundChannel[] waterAmbienceChannels = new SoundChannel[2];
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private static float ambientSoundTimer;
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private static Vector2 ambientSoundInterval = new Vector2(20.0f, 40.0f); //x = min, y = max
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@@ -73,6 +73,19 @@ namespace Barotrauma
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//misc
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public static List<Sound> FlowSounds = new List<Sound>();
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public static List<Sound> SplashSounds = new List<Sound>();
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private static SoundChannel[] flowSoundChannels;
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private static float[] flowVolumeLeft;
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private static float[] flowVolumeRight;
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const float FlowSoundRange = 1500.0f;
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const float MaxFlowStrength = 400.0f; //the heaviest water sound effect is played when the water flow is this strong
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private static SoundChannel[] fireSoundChannels;
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private static float[] fireVolumeLeft;
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private static float[] fireVolumeRight;
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const float FireSoundRange = 1000.0f;
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const float FireSoundLargeLimit = 200.0f; //switch to large fire sound when the size of a firesource is above this
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private static List<DamageSound> damageSounds;
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@@ -94,7 +107,7 @@ namespace Barotrauma
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{
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OverrideMusicType = null;
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List<string> soundFiles = GameMain.Config.SelectedContentPackage.GetFilesOfType(ContentType.Sounds);
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var soundFiles = GameMain.Instance.GetFilesOfType(ContentType.Sounds);
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List<XElement> soundElements = new List<XElement>();
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foreach (string soundFile in soundFiles)
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@@ -111,7 +124,7 @@ namespace Barotrauma
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var startUpSoundElement = soundElements.Find(e => e.Name.ToString().ToLowerInvariant() == "startupsound");
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if (startUpSoundElement != null)
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{
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startUpSound = Sound.Load(startUpSoundElement, false);
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startUpSound = GameMain.SoundManager.LoadSound(startUpSoundElement, false);
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startUpSound.Play();
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}
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@@ -125,48 +138,59 @@ namespace Barotrauma
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{
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yield return CoroutineStatus.Running;
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switch (soundElement.Name.ToString().ToLowerInvariant())
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try
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{
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case "music":
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string file = soundElement.GetAttributeString("file", "");
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string type = soundElement.GetAttributeString("type", "").ToLowerInvariant();
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Vector2 priority = soundElement.GetAttributeVector2("priorityrange", new Vector2(0.0f, 100.0f));
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musicClips.Add(new BackgroundMusic(file, type, priority));
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break;
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case "splash":
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SplashSounds.Add(Sound.Load(soundElement, false));
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break;
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case "flow":
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FlowSounds.Add(Sound.Load(soundElement, false));
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break;
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case "waterambience":
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waterAmbiences.Add(Sound.Load(soundElement, false));
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break;
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case "damagesound":
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Sound damageSound = Sound.Load(soundElement.GetAttributeString("file", ""), false);
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if (damageSound == null) continue;
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switch (soundElement.Name.ToString().ToLowerInvariant())
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{
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case "music":
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musicClips.Add(new BackgroundMusic(soundElement));
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break;
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case "splash":
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SplashSounds.Add(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "flow":
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FlowSounds.Add(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "waterambience":
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waterAmbiences.Add(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "damagesound":
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Sound damageSound = GameMain.SoundManager.LoadSound(soundElement, false);
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if (damageSound == null) continue;
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string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
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string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
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damageSounds.Add(new DamageSound(
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damageSound,
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soundElement.GetAttributeVector2("damagerange", new Vector2(0.0f, 100.0f)),
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damageSoundType,
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soundElement.GetAttributeString("requiredtag", "")));
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damageSounds.Add(new DamageSound(
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damageSound,
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soundElement.GetAttributeVector2("damagerange", new Vector2(0.0f, 100.0f)),
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damageSoundType,
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soundElement.GetAttributeString("requiredtag", "")));
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break;
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default:
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Sound sound = Sound.Load(soundElement.GetAttributeString("file", ""), false);
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if (sound != null)
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{
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miscSoundList.Add(new KeyValuePair<string, Sound>(soundElement.Name.ToString().ToLowerInvariant(), sound));
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}
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break;
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default:
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Sound sound = GameMain.SoundManager.LoadSound(soundElement, false);
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if (sound != null)
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{
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miscSoundList.Add(new KeyValuePair<string, Sound>(soundElement.Name.ToString().ToLowerInvariant(), sound));
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}
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break;
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break;
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}
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}
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catch (FileNotFoundException e)
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{
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DebugConsole.ThrowError("Error while initializing SoundPlayer.", e);
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}
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}
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flowSoundChannels = new SoundChannel[FlowSounds.Count];
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flowVolumeLeft = new float[FlowSounds.Count];
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flowVolumeRight = new float[FlowSounds.Count];
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fireSoundChannels = new SoundChannel[2];
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fireVolumeLeft = new float[2];
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fireVolumeRight = new float[2];
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miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
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Initialized = true;
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@@ -180,27 +204,31 @@ namespace Barotrauma
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{
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UpdateMusic(deltaTime);
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if (startUpSound != null && !startUpSound.IsPlaying)
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if (startUpSound != null && !GameMain.SoundManager.IsPlaying(startUpSound))
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{
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startUpSound.Remove();
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startUpSound.Dispose();
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startUpSound = null;
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}
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//stop submarine ambient sounds if no sub is loaded
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if (Submarine.MainSub == null)
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//stop water sounds if no sub is loaded
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if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
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{
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for (int i = 0; i < waterAmbienceIndexes.Length; i++)
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for (int i = 0; i < waterAmbienceChannels.Length; i++)
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{
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if (waterAmbienceIndexes[i] <= 0) continue;
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SoundManager.Stop(waterAmbienceIndexes[i]);
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waterAmbienceIndexes[i] = 0;
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}
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if (waterAmbienceChannels[i] == null) continue;
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waterAmbienceChannels[i].Dispose();
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waterAmbienceChannels[i] = null;
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}
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for (int i = 0; i < FlowSounds.Count; i++)
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{
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if (flowSoundChannels[i] == null) continue;
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flowSoundChannels[i].Dispose();
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flowSoundChannels[i] = null;
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}
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return;
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}
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float ambienceVolume = 0.8f;
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float lowpassHFGain = 1.0f;
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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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@@ -208,13 +236,17 @@ namespace Barotrauma
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{
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ambienceVolume = 1.0f;
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ambienceVolume += animController.Limbs[0].LinearVelocity.Length();
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lowpassHFGain = 0.2f;
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}
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lowpassHFGain *= Character.Controlled.LowPassMultiplier;
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}
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UpdateWaterAmbience(ambienceVolume);
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UpdateWaterFlowSounds(deltaTime);
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UpdateRandomAmbience(deltaTime);
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UpdateFireSounds(deltaTime);
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}
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private static void UpdateWaterAmbience(float ambienceVolume)
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{
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//how fast the sub is moving, scaled to 0.0 -> 1.0
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float movementSoundVolume = 0.0f;
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@@ -223,7 +255,7 @@ namespace Barotrauma
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float movementFactor = (sub.Velocity == Vector2.Zero) ? 0.0f : sub.Velocity.Length() / 10.0f;
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movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
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if (Character.Controlled==null || Character.Controlled.Submarine != sub)
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if (Character.Controlled == null || Character.Controlled.Submarine != sub)
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{
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float dist = Vector2.Distance(GameMain.GameScreen.Cam.WorldViewCenter, sub.WorldPosition);
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movementFactor = movementFactor / Math.Max(dist / 1000.0f, 1.0f);
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@@ -232,9 +264,172 @@ namespace Barotrauma
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movementSoundVolume = Math.Max(movementSoundVolume, movementFactor);
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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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{
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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].Dispose();
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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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private static void UpdateRandomAmbience(float deltaTime)
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{
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if (ambientSoundTimer > 0.0f)
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{
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ambientSoundTimer -= (float)Timing.Step;
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ambientSoundTimer -= deltaTime;
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}
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else
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{
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@@ -242,18 +437,10 @@ namespace Barotrauma
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"ambient",
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Rand.Range(0.5f, 1.0f),
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1000.0f,
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new Vector2(Sound.CameraPos.X, Sound.CameraPos.Y) + Rand.Vector(100.0f));
|
||||
new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y) + Rand.Vector(100.0f));
|
||||
|
||||
ambientSoundTimer = Rand.Range(ambientSoundInterval.X, ambientSoundInterval.Y);
|
||||
}
|
||||
|
||||
SoundManager.LowPassHFGain = lowpassHFGain;
|
||||
if (waterAmbiences.Count > 1)
|
||||
{
|
||||
waterAmbienceIndexes[0] = waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
|
||||
waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static Sound GetSound(string soundTag)
|
||||
@@ -264,16 +451,23 @@ namespace Barotrauma
|
||||
return matchingSounds[Rand.Int(matchingSounds.Count)];
|
||||
}
|
||||
|
||||
public static void PlaySound(string soundTag, float volume = 1.0f)
|
||||
public static SoundChannel PlaySound(string soundTag, float volume = 1.0f)
|
||||
{
|
||||
var sound = GetSound(soundTag);
|
||||
if (sound != null) sound.Play(volume);
|
||||
return sound?.Play(volume);
|
||||
}
|
||||
|
||||
public static void PlaySound(string soundTag, float volume, float range, Vector2 position)
|
||||
public static SoundChannel PlaySound(string soundTag, float volume, float range, Vector2 position, Hull hullGuess = null)
|
||||
{
|
||||
var sound = GetSound(soundTag);
|
||||
if (sound != null) sound.Play(volume, range, position);
|
||||
if (sound == null) return null;
|
||||
return PlaySound(sound, sound.BaseGain * volume, range, position, hullGuess);
|
||||
}
|
||||
|
||||
public static SoundChannel PlaySound(Sound sound, float volume, float range, Vector2 position, Hull hullGuess = null)
|
||||
{
|
||||
if (Vector2.DistanceSquared(new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y), position) > range * range) return null;
|
||||
return sound.Play(sound.BaseGain * volume, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, hullGuess));
|
||||
}
|
||||
|
||||
private static void UpdateMusic(float deltaTime)
|
||||
@@ -293,66 +487,110 @@ namespace Barotrauma
|
||||
updateMusicTimer -= deltaTime;
|
||||
if (updateMusicTimer <= 0.0f)
|
||||
{
|
||||
List<BackgroundMusic> suitableMusic = GetSuitableMusicClips();
|
||||
//find appropriate music for the current situation
|
||||
string currentMusicType = GetCurrentMusicType();
|
||||
float currentIntensity = GameMain.GameSession?.EventManager != null ?
|
||||
GameMain.GameSession.EventManager.CurrentIntensity * 100.0f : 0.0f;
|
||||
|
||||
if (suitableMusic.Count == 0)
|
||||
{
|
||||
targetMusic = null;
|
||||
}
|
||||
else if (!suitableMusic.Contains(currentMusic))
|
||||
{
|
||||
int index = Rand.Int(suitableMusic.Count);
|
||||
IEnumerable<BackgroundMusic> suitableMusic = GetSuitableMusicClips(currentMusicType, currentIntensity);
|
||||
|
||||
if (currentMusic == null || suitableMusic[index].file != currentMusic.file)
|
||||
if (suitableMusic.Count() == 0)
|
||||
{
|
||||
targetMusic[0] = null;
|
||||
}
|
||||
//switch the music if nothing playing atm or the currently playing clip is not suitable anymore
|
||||
else if (targetMusic[0] == null || currentMusic[0] == null || !suitableMusic.Any(m => m.File == currentMusic[0].Filename))
|
||||
{
|
||||
targetMusic[0] = suitableMusic.GetRandom();
|
||||
}
|
||||
|
||||
//get the appropriate intensity layers for current situation
|
||||
IEnumerable<BackgroundMusic> suitableIntensityMusic = GetSuitableMusicClips("intensity", currentIntensity);
|
||||
|
||||
for (int i = 1; i < MaxMusicChannels; i++)
|
||||
{
|
||||
//disable targetmusics that aren't suitable anymore
|
||||
if (targetMusic[i] != null && !suitableIntensityMusic.Any(m => m.File == targetMusic[i].File))
|
||||
{
|
||||
targetMusic = suitableMusic[index];
|
||||
targetMusic[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (BackgroundMusic intensityMusic in suitableIntensityMusic)
|
||||
{
|
||||
//already playing, do nothing
|
||||
if (targetMusic.Any(m => m != null && m.File == intensityMusic.File)) continue;
|
||||
|
||||
for (int i = 1; i < MaxMusicChannels; i++)
|
||||
{
|
||||
if (targetMusic[i] == null)
|
||||
{
|
||||
targetMusic[i] = intensityMusic;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateMusicTimer = UpdateMusicInterval;
|
||||
}
|
||||
|
||||
if (targetMusic == null || currentMusic == null || targetMusic.file != currentMusic.file)
|
||||
for (int i = 0; i < MaxMusicChannels; i++)
|
||||
{
|
||||
currMusicVolume = MathHelper.Lerp(currMusicVolume, 0.0f, MusicLerpSpeed * deltaTime);
|
||||
if (currentMusic != null) Sound.StreamVolume(currMusicVolume);
|
||||
|
||||
if (currMusicVolume < 0.01f)
|
||||
//nothing should be playing on this channel
|
||||
if (targetMusic[i] == null)
|
||||
{
|
||||
Sound.StopStream();
|
||||
|
||||
try
|
||||
if (musicChannel[i] != null && musicChannel[i].IsPlaying)
|
||||
{
|
||||
if (targetMusic != null) Sound.StartStream(targetMusic.file, currMusicVolume);
|
||||
//mute the channel
|
||||
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 0.0f, MusicLerpSpeed * deltaTime);
|
||||
if (musicChannel[i].Gain < 0.01f) DisposeMusicChannel(i);
|
||||
}
|
||||
catch (FileNotFoundException e)
|
||||
{
|
||||
DebugConsole.ThrowError("Music clip " + targetMusic.file + " not found!", e);
|
||||
}
|
||||
|
||||
currentMusic = targetMusic;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currMusicVolume = MathHelper.Lerp(currMusicVolume, MusicVolume, MusicLerpSpeed * deltaTime);
|
||||
Sound.StreamVolume(currMusicVolume);
|
||||
}
|
||||
//something should be playing, but the channel is playing nothing or an incorrect clip
|
||||
else if (currentMusic[i] == null || targetMusic[i].File != currentMusic[i].Filename)
|
||||
{
|
||||
//something playing -> mute it first
|
||||
if (musicChannel[i] != null && musicChannel[i].IsPlaying)
|
||||
{
|
||||
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 0.0f, MusicLerpSpeed * deltaTime);
|
||||
if (musicChannel[i].Gain < 0.01f) DisposeMusicChannel(i);
|
||||
}
|
||||
//channel free now, start playing the correct clip
|
||||
if (currentMusic[i] == null || (musicChannel[i] == null || !musicChannel[i].IsPlaying))
|
||||
{
|
||||
DisposeMusicChannel(i);
|
||||
currentMusic[i] = GameMain.SoundManager.LoadSound(targetMusic[i].File, true);
|
||||
musicChannel[i] = currentMusic[i].Play(0.0f, "music");
|
||||
musicChannel[i].Looping = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//playing something, lerp volume up
|
||||
if (musicChannel[i] == null || !musicChannel[i].IsPlaying)
|
||||
{
|
||||
musicChannel[i]?.Dispose();
|
||||
musicChannel[i] = currentMusic[i].Play(0.0f, "music");
|
||||
musicChannel[i].Looping = true;
|
||||
}
|
||||
musicChannel[i].Gain = MathHelper.Lerp(musicChannel[i].Gain, 1.0f, MusicLerpSpeed * deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void SwitchMusic()
|
||||
private static void DisposeMusicChannel(int index)
|
||||
{
|
||||
var suitableMusic = GetSuitableMusicClips();
|
||||
|
||||
if (suitableMusic.Count > 1)
|
||||
{
|
||||
targetMusic = suitableMusic.Find(m => m != currentMusic);
|
||||
}
|
||||
musicChannel[index]?.Dispose(); musicChannel[index] = null;
|
||||
currentMusic[index]?.Dispose(); currentMusic[index] = null;
|
||||
}
|
||||
|
||||
private static List<BackgroundMusic> GetSuitableMusicClips()
|
||||
|
||||
private static IEnumerable<BackgroundMusic> GetSuitableMusicClips(string musicType, float currentIntensity)
|
||||
{
|
||||
string musicType = GetCurrentMusicType();
|
||||
return musicClips.Where(music => music != null && music.type == musicType).ToList();
|
||||
return musicClips.Where(music =>
|
||||
music != null &&
|
||||
music.Type == musicType &&
|
||||
currentIntensity >= music.IntensityRange.X &&
|
||||
currentIntensity <= music.IntensityRange.Y);
|
||||
}
|
||||
|
||||
private static string GetCurrentMusicType()
|
||||
@@ -375,20 +613,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
if (targetSubmarine != null)
|
||||
{
|
||||
List<Reactor> reactors = new List<Reactor>();
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.Submarine != targetSubmarine) continue;
|
||||
var reactor = item.GetComponent<Reactor>();
|
||||
if (reactor != null)
|
||||
{
|
||||
reactors.Add(reactor);
|
||||
}
|
||||
}
|
||||
|
||||
if (reactors.All(r => r.Temperature < 1.0f)) return "repair";
|
||||
|
||||
{
|
||||
float floodedArea = 0.0f;
|
||||
float totalArea = 0.0f;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
@@ -398,10 +623,9 @@ namespace Barotrauma
|
||||
totalArea += hull.Volume;
|
||||
}
|
||||
|
||||
if (totalArea > 0.0f && floodedArea / totalArea > 0.25f) return "repair";
|
||||
if (totalArea > 0.0f && floodedArea / totalArea > 0.25f) return "flooded";
|
||||
}
|
||||
|
||||
|
||||
|
||||
float enemyDistThreshold = 5000.0f;
|
||||
|
||||
if (targetSubmarine != null)
|
||||
@@ -411,8 +635,9 @@ namespace Barotrauma
|
||||
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.IsDead || !character.Enabled) continue;
|
||||
EnemyAIController enemyAI = character.AIController as EnemyAIController;
|
||||
if (enemyAI == null || (enemyAI.AttackHumans < 0.0f && enemyAI.AttackRooms < 0.0f)) continue;
|
||||
if (enemyAI == null || (!enemyAI.AttackHumans && !enemyAI.AttackRooms)) continue;
|
||||
|
||||
if (targetSubmarine != null)
|
||||
{
|
||||
@@ -430,39 +655,64 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (GameMain.GameSession != null && Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0)
|
||||
{
|
||||
return "start";
|
||||
}
|
||||
|
||||
return "default";
|
||||
}
|
||||
|
||||
public static bool ShouldMuffleSound(Character listener, Vector2 soundWorldPos, float range, Hull hullGuess)
|
||||
{
|
||||
if (listener == null) return false;
|
||||
|
||||
float lowpassHFGain = 1.0f;
|
||||
AnimController animController = listener.AnimController;
|
||||
if (animController.HeadInWater)
|
||||
{
|
||||
lowpassHFGain = 0.2f;
|
||||
}
|
||||
lowpassHFGain *= Character.Controlled.LowPassMultiplier;
|
||||
if (lowpassHFGain < 0.5f) return true;
|
||||
|
||||
|
||||
Hull targetHull = Hull.FindHull(soundWorldPos, hullGuess, true);
|
||||
if (listener.CurrentHull == null || targetHull == null)
|
||||
{
|
||||
return listener.CurrentHull != targetHull;
|
||||
}
|
||||
return listener.CurrentHull.GetApproximateDistance(targetHull, range) > range;
|
||||
}
|
||||
|
||||
public static void PlaySplashSound(Vector2 worldPosition, float strength)
|
||||
{
|
||||
if (SplashSounds.Count == 0) { return; }
|
||||
int splashIndex = MathHelper.Clamp((int)(strength + Rand.Range(-2, 2)), 0, SplashSounds.Count - 1);
|
||||
|
||||
SplashSounds[splashIndex].Play(1.0f, 800.0f, worldPosition);
|
||||
float range = 800.0f;
|
||||
var channel = SplashSounds[splashIndex].Play(1.0f, range, worldPosition, muffle: ShouldMuffleSound(Character.Controlled, worldPosition, range, null));
|
||||
}
|
||||
|
||||
public static void PlayDamageSound(string damageType, float damage, PhysicsBody body)
|
||||
{
|
||||
Vector2 bodyPosition = body.DrawPosition;
|
||||
|
||||
PlayDamageSound(damageType, damage, bodyPosition, 800.0f);
|
||||
}
|
||||
|
||||
public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, List<string> tags = null)
|
||||
public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, IEnumerable<string> tags = null)
|
||||
{
|
||||
damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
|
||||
var sounds = damageSounds.FindAll(s =>
|
||||
damage = MathHelper.Clamp(damage + Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
|
||||
var sounds = damageSounds.FindAll(s =>
|
||||
s.damageRange == null ||
|
||||
(damage >= s.damageRange.X &&
|
||||
damage <= s.damageRange.Y) &&
|
||||
(damage >= s.damageRange.X &&
|
||||
damage <= s.damageRange.Y) &&
|
||||
s.damageType == damageType &&
|
||||
(tags == null ? string.IsNullOrEmpty(s.requiredTag) : tags.Contains(s.requiredTag)));
|
||||
|
||||
if (!sounds.Any()) return;
|
||||
|
||||
int selectedSound = Rand.Int(sounds.Count);
|
||||
|
||||
sounds[selectedSound].sound.Play(1.0f, range, position);
|
||||
Debug.WriteLine("playing: " + sounds[selectedSound].sound);
|
||||
sounds[selectedSound].sound.Play(1.0f, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, null));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user