v1.6.18.1 (Unto the Breach Hotfix 1)

This commit is contained in:
Regalis11
2024-10-28 15:03:46 +02:00
parent a29662c074
commit 7eac44ea7d
47 changed files with 246 additions and 124 deletions
@@ -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); }
}
}