v1.6.18.1 (Unto the Breach Hotfix 1)
This commit is contained in:
@@ -392,11 +392,7 @@ namespace Barotrauma.Items.Components
|
||||
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,
|
||||
freqMult: itemSound.RoundSound.GetRandomFrequencyMultiplier(),
|
||||
muffle: SoundPlayer.ShouldMuffleSound(Character.Controlled, position, loopingSound.Range, Character.Controlled?.CurrentHull));
|
||||
loopingSoundChannel = SoundPlayer.PlaySound(loopingSound.RoundSound, position, volume: 0.01f, hullGuess: item.CurrentHull);
|
||||
loopingSoundChannel.Looping = true;
|
||||
//TODO: tweak
|
||||
loopingSoundChannel.Near = loopingSound.Range * 0.4f;
|
||||
@@ -407,7 +403,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
float volume = GetSoundVolume(itemSound);
|
||||
if (volume <= 0.0001f) { return; }
|
||||
var channel = SoundPlayer.PlaySound(itemSound.RoundSound.Sound, position, volume, itemSound.Range, itemSound.RoundSound.GetRandomFrequencyMultiplier(), item.CurrentHull, ignoreMuffling: itemSound.RoundSound.IgnoreMuffling);
|
||||
var channel = SoundPlayer.PlaySound(itemSound.RoundSound, position, volume, hullGuess: item.CurrentHull);
|
||||
if (channel != null) { playingOneshotSoundChannels.Add(channel); }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user