Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -461,7 +461,10 @@ namespace Barotrauma
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Eos.EosAccount.LoginPlatformSpecific();
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initialLoadingThread = new Thread(Load);
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initialLoadingThread = new Thread(Load)
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{
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Name = "Load"
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};
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initialLoadingThread.Start();
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}
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@@ -265,6 +265,7 @@ namespace Barotrauma.Items.Components
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float gainDiff = targetGain - loopingSoundChannel.Gain;
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loopingSoundChannel.Gain += Math.Abs(gainDiff) < 0.1f ? gainDiff : Math.Sign(gainDiff) * 0.1f;
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loopingSoundChannel.Position = new Vector3(item.WorldPosition, 0.0f);
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loopingSound.RoundSound.LastStreamSeekPos = loopingSoundChannel.StreamSeekPos;
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}
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for (int i = 0; i < playingOneshotSoundChannels.Count; i++)
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{
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@@ -409,6 +410,10 @@ namespace Barotrauma.Items.Components
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loopingSoundChannel.Near = loopingSound.Range * 0.4f;
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loopingSoundChannel.Far = loopingSound.Range;
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}
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if (loopingSound.RoundSound.Stream)
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{
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loopingSoundChannel.StreamSeekPos = loopingSound.RoundSound.LastStreamSeekPos;
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}
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}
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}
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else
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@@ -16,6 +16,8 @@ namespace Barotrauma
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public readonly bool Stream;
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public readonly bool IgnoreMuffling;
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public int LastStreamSeekPos;
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public readonly bool MuteBackgroundMusic;
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public readonly string? Filename;
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@@ -152,6 +152,8 @@ namespace Barotrauma
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private bool ignoreMuffling;
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private RoundSound lastPlayingSound;
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private void PlaySound(Entity entity, Hull hull, Vector2 worldPosition)
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{
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if (sounds.Count == 0) { return; }
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@@ -204,6 +206,7 @@ namespace Barotrauma
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else
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{
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soundChannel.Position = new Vector3(worldPosition, 0.0f);
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if (lastPlayingSound != null && lastPlayingSound.Stream) { lastPlayingSound.LastStreamSeekPos = soundChannel.StreamSeekPos; }
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}
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KeepLoopingSoundAlive(soundChannel);
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@@ -248,6 +251,11 @@ namespace Barotrauma
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ignoreMuffling = selectedSound.IgnoreMuffling;
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if (soundChannel != null)
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{
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if (soundChannel.IsStream && lastPlayingSound == selectedSound)
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{
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soundChannel.StreamSeekPos = lastPlayingSound.LastStreamSeekPos;
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}
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lastPlayingSound = selectedSound;
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soundChannel.Looping = loopSound;
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KeepLoopingSoundAlive(soundChannel);
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}
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