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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Subsurface.Sounds;
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namespace Subsurface
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{
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public enum DamageSoundType { None, StructureBlunt, StructureSlash, LimbBlunt, LimbSlash, Implode }
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public struct DamageSound
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{
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//the range of inflicted damage where the sound can be played
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//(10.0f, 30.0f) would be played when the inflicted damage is between 10 and 30
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public readonly Vector2 damageRange;
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public readonly DamageSoundType damageType;
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public readonly Sound sound;
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public DamageSound(Sound sound, Vector2 damageRange, DamageSoundType damageType)
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{
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this.sound = sound;
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this.damageRange = damageRange;
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this.damageType = damageType;
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}
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}
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static class AmbientSoundManager
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{
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private static Sound[] music = new Sound[4];
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public static Sound[] flowSounds = new Sound[3];
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private static Sound waterAmbience;
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private static int waterAmbienceIndex;
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private static DamageSound[] damageSounds;
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public static void Init(string filePath)
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{
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//Sound.Loop(music[0]);
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waterAmbience = Sound.Load("Content/Sounds/Water/WaterAmbience.ogg");
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flowSounds[0] = Sound.Load("Content/Sounds/Water/FlowSmall.ogg");
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flowSounds[1] = Sound.Load("Content/Sounds/Water/FlowMedium.ogg");
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flowSounds[2] = Sound.Load("Content/Sounds/Water/FlowLarge.ogg");
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XDocument doc = ToolBox.TryLoadXml(filePath);
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if (doc == null) return;
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var xDamageSounds = doc.Root.Elements("damagesound");
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if (xDamageSounds.Count()>0)
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{
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damageSounds = new DamageSound[xDamageSounds.Count()];
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int i = 0;
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foreach (XElement element in xDamageSounds)
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{
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Sound sound = Sound.Load(ToolBox.GetAttributeString(element, "file", ""));
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if (sound == null) continue;
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DamageSoundType damageSoundType = DamageSoundType.None;
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try
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{
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damageSoundType = (DamageSoundType)Enum.Parse(typeof(DamageSoundType),
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ToolBox.GetAttributeString(element, "damagesoundtype", "None"));
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}
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catch
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{
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damageSoundType = DamageSoundType.None;
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}
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damageSounds[i] = new DamageSound(
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sound, ToolBox.GetAttributeVector2(element, "damagerange", new Vector2(0.0f,100.0f)), damageSoundType);
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i++;
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}
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}
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//Sound.StartStream("Content/Sounds/Music/Simplex.ogg", 0.3f);
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}
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public static void Update()
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{
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float ambienceVolume = 0.5f;
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float lowpassHFGain = 1.0f;
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if (Character.Controlled != null)
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{
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AnimController animController = Character.Controlled.animController;
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if (animController.HeadInWater)
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{
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ambienceVolume = 0.5f;
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ambienceVolume += animController.limbs[0].LinearVelocity.Length();
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lowpassHFGain = 0.2f;
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}
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}
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SoundManager.LowPassHFGain = lowpassHFGain;
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waterAmbienceIndex = waterAmbience.Loop(waterAmbienceIndex, ambienceVolume);
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}
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public static void PlayDamageSound(DamageSoundType damageType, float damage, Body body)
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{
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Vector2 bodyPosition = ConvertUnits.ToDisplayUnits(body.Position);
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bodyPosition.Y = -bodyPosition.Y;
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PlayDamageSound(damageType, damage, bodyPosition);
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}
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public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position)
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{
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damage = MathHelper.Clamp(damage, 0.0f, 100.0f);
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var sounds = damageSounds.Where(x => damage >= x.damageRange.X && damage <= x.damageRange.Y && x.damageType == damageType).ToList();
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if (sounds.Count() == 0) return;
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int selectedSound = Game1.localRandom.Next(sounds.Count());
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int i = 0;
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foreach (var s in sounds)
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{
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if (i == selectedSound)
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{
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Debug.WriteLine(s.sound.Play(1.0f, 2000.0f, position));
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Debug.WriteLine("playing: " + s.sound);
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return;
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}
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i++;
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}
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}
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}
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}
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