Unstable 1.8.4.0
This commit is contained in:
@@ -183,6 +183,9 @@ namespace Barotrauma
|
||||
public readonly ContentPath SoundPath;
|
||||
public readonly ContentXElement Element;
|
||||
public readonly Identifier ElementName;
|
||||
|
||||
public readonly float Volume;
|
||||
|
||||
public Sound Sound { get; private set; }
|
||||
|
||||
public SoundPrefab(ContentXElement element, SoundsFile file, bool stream = false) : base(file, element)
|
||||
@@ -191,6 +194,8 @@ namespace Barotrauma
|
||||
Element = element;
|
||||
ElementName = element.NameAsIdentifier();
|
||||
Sound = GameMain.SoundManager.LoadSound(element, stream: stream);
|
||||
|
||||
Volume = element.GetAttributeFloat(nameof(Volume), 1.0f);
|
||||
}
|
||||
|
||||
public bool IsPlaying()
|
||||
@@ -235,7 +240,6 @@ namespace Barotrauma
|
||||
|
||||
public readonly Identifier Type;
|
||||
public readonly bool DuckVolume;
|
||||
public readonly float Volume;
|
||||
|
||||
public readonly Vector2 IntensityRange;
|
||||
public readonly bool MuteIntensityTracks;
|
||||
@@ -244,6 +248,10 @@ namespace Barotrauma
|
||||
public readonly bool StartFromRandomTime;
|
||||
public readonly bool ContinueFromPreviousTime;
|
||||
public int PreviousTime;
|
||||
/// <summary>
|
||||
/// The music is forced to play at least for this long when it triggers, even if the situation changes and makes the music no longer suitable.
|
||||
/// </summary>
|
||||
public readonly float MinimumPlayDuration;
|
||||
|
||||
public BackgroundMusic(ContentXElement element, SoundsFile file) : base(element, file, stream: true)
|
||||
{
|
||||
@@ -255,9 +263,9 @@ namespace Barotrauma
|
||||
{
|
||||
ForceIntensityTrack = element.GetAttributeFloat(nameof(ForceIntensityTrack), 0.0f);
|
||||
}
|
||||
Volume = element.GetAttributeFloat(nameof(Volume), 1.0f);
|
||||
StartFromRandomTime = element.GetAttributeBool(nameof(StartFromRandomTime), false);
|
||||
ContinueFromPreviousTime = element.GetAttributeBool(nameof(ContinueFromPreviousTime), false);
|
||||
ContinueFromPreviousTime = element.GetAttributeBool(nameof(ContinueFromPreviousTime), false);
|
||||
MinimumPlayDuration = element.GetAttributeFloat(nameof(MinimumPlayDuration), 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user