Build 0.18.0.0
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@@ -233,16 +233,18 @@ namespace Barotrauma
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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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if (distFallOff >= 0.99f) { continue; }
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float gain = MathHelper.Clamp(gapFlow / 100.0f, 0.0f, 1.0f);
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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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targetFlowLeft[flowSoundIndex] += gain - 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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targetFlowRight[flowSoundIndex] += gain - distFallOff;
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}
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}
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}
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@@ -287,7 +289,7 @@ namespace Barotrauma
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flowSoundChannels[i] = FlowSounds[i].Sound.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.Min(Math.Max(flowVolumeRight[i], flowVolumeLeft[i]), 1.0f);
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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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@@ -853,7 +855,7 @@ namespace Barotrauma
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if (SplashSounds.Count == 0) { return; }
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int splashIndex = MathHelper.Clamp((int)(strength + Rand.Range(-2.0f, 2.0f)), 0, SplashSounds.Count - 1);
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float range = 800.0f;
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var channel = SplashSounds[splashIndex].Sound.Play(1.0f, range, worldPosition, muffle: ShouldMuffleSound(Character.Controlled, worldPosition, range, null));
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SplashSounds[splashIndex].Sound?.Play(1.0f, range, worldPosition, muffle: ShouldMuffleSound(Character.Controlled, worldPosition, range, null));
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}
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public static void PlayDamageSound(string damageType, float damage, PhysicsBody body)
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