Audio channel states visible in debug view + some sound fixes:
- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep) - water flow sounds are only played by one of the hulls a gap is between - flow rate affects the range of the flow sound
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@@ -449,6 +449,33 @@ namespace Barotrauma
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"Sub pos: " + Submarine.MainSub.Position.ToPoint(),
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new Vector2(10, 50), Color.White);
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}
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for (int i = 1; i < Sounds.SoundManager.DefaultSourceCount; i++)
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{
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Color clr = Color.White;
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string soundStr = i+": ";
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var playingSound = Sounds.SoundManager.GetPlayingSound(i);
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if (playingSound == null)
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{
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soundStr+= "none";
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clr *= 0.5f;
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}
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else
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{
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soundStr += System.IO.Path.GetFileNameWithoutExtension(playingSound.FilePath);
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if (Sounds.SoundManager.IsLooping(i))
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{
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soundStr += " (looping)";
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clr = Color.Yellow;
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}
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}
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GUI.DrawString(spriteBatch, new Vector2(200, i * 15), soundStr, clr, Color.Black * 0.5f, 0, GUI.SmallFont);
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}
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}
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if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
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