v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -24,6 +24,8 @@ namespace Barotrauma.Sounds
public readonly bool StreamsReliably;
public bool Loading { get; protected set; }
private readonly SoundManager.SourcePoolIndex sourcePoolIndex = SoundManager.SourcePoolIndex.Default;
public virtual SoundManager.SourcePoolIndex SourcePoolIndex
{
@@ -84,18 +86,34 @@ namespace Barotrauma.Sounds
return Owner.IsPlaying(this);
}
public bool LogWarningIfStillLoading()
{
if (Loading)
{
if (Level.Loaded is not { Generating: true })
{
DebugConsole.AddWarning($"Attempted to play the sound {this} while it was still loading.");
}
return true;
}
return false;
}
public virtual SoundChannel Play(float gain, float range, Vector2 position, bool muffle = false)
{
LogWarningIfStillLoading();
return new SoundChannel(this, gain, new Vector3(position.X, position.Y, 0.0f), 1.0f, range * 0.4f, range, "default", muffle);
}
public virtual SoundChannel Play(float gain, float range, float freqMult, Vector2 position, bool muffle = false)
{
LogWarningIfStillLoading();
return new SoundChannel(this, gain, new Vector3(position.X, position.Y, 0.0f), freqMult, range * 0.4f, range, "default", muffle);
}
public virtual SoundChannel Play(Vector3? position, float gain, float freqMult = 1.0f, bool muffle = false)
{
LogWarningIfStillLoading();
return new SoundChannel(this, gain, position, freqMult, BaseNear, BaseFar, "default", muffle);
}