DayZ 1.29
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ HandleAudioPlayback()

override void HandleAudioPlayback ( EUndegroundEntranceState newState,
EUndegroundEntranceState prevState )

См. определение в файле Land_Underground_Entrance.c строка 470

471 {
472 //Print("HandleAudioVisualPlayback " + newState + ", " + prevState);
473 //opening
474 if ( CheckShouldPlayPersistent(EUndegroundEntranceState.OPENING_A, EUndegroundEntranceState.OPENING_F))
475 {
476 PlaySoundSetAtMemoryPointLooped(m_SirenSound, SIREN_SOUNDSET, "SirenSoundPos",0.5,0.5);
477 }
478 if (newState == EUndegroundEntranceState.OPENING_B)
479 {
480 if (prevState == EUndegroundEntranceState.OPENING_A)//if they connected already during B, do not play the in
481 {
482 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundIn, ENGINE_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
484 m_DoorEngineSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
485 }
486 }
487
488 if (CheckShouldPlayPersistent(EUndegroundEntranceState.OPENING_B, EUndegroundEntranceState.OPENING_E))
489 {
490 if (!m_DoorEngineSoundLoop && !m_DoorEngineSoundIn)//missed playing of the IN soundset which automatically triggers playing of the loop(connected after ?)
491 {
492 PlaySoundSetAtMemoryPointLooped(m_DoorEngineSoundLoop, ENGINE_SOUNDSET_LOOP, "DoorEngineSoundPos");
493 }
494 }
495 if (newState == EUndegroundEntranceState.OPENING_C)
496 {
497 PlaySoundSetAtMemoryPoint(m_LockingSound, LOCKING_SOUNDSET, "DoorEngineSoundPos");
498 }
499 if (newState == EUndegroundEntranceState.OPENING_D)
500 {
501 if (prevState == EUndegroundEntranceState.OPENING_C)//if they connected already during C, do not play the in
502 {
503 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundIn, DOORMOVING_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
505 m_DoorMovementSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
506 }
507 else if (!m_DoorMovementSoundIn && !m_DoorMovementSoundLoop)//missed playing of the IN soundset which automatically triggers playing of the loop(connected after ?)
508 {
509 PlaySoundSetAtMemoryPointLooped(m_DoorMovementSoundLoop, DOORMOVING_SOUNDSET_LOOP, "DoorEngineSoundPos");
510 }
511 }
512
513 if (newState == EUndegroundEntranceState.OPENING_E)
514 {
515 StopSoundSet(m_DoorMovementSoundLoop);
516 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundOut, DOORMOVING_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
517 }
518 if (newState == EUndegroundEntranceState.OPENING_F)
519 {
520 StopSoundSet(m_DoorEngineSoundLoop);
521 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundOut, ENGINE_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
522 }
523 if (newState == EUndegroundEntranceState.OPENING_G)
524 {
525 StopSoundSet(m_SirenSound);
526 }
527
528 //closing
529 if (CheckShouldPlayPersistent(EUndegroundEntranceState.CLOSING_A, EUndegroundEntranceState.CLOSING_F))
530 {
531 PlaySoundSetAtMemoryPointLooped(m_SirenSound, SIREN_SOUNDSET, "SirenSoundPos",0.5,0.5);
532 }
533 if (CheckShouldPlayPersistent(EUndegroundEntranceState.CLOSING_B, EUndegroundEntranceState.CLOSING_E))
534 {
535 if (prevState == EUndegroundEntranceState.CLOSING_A)//if they connected already during B, do not play the in
536 {
537 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundIn, ENGINE_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
539 m_DoorEngineSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
540 }
541 }
542 if ( newState == EUndegroundEntranceState.CLOSING_C)
543 {
544 if (prevState == EUndegroundEntranceState.CLOSING_B)//if they connected already during C, do not play the in
545 {
546 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundIn, DOORMOVING_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
548 m_DoorMovementSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
549 }
550 else if (!m_DoorMovementSoundIn && !m_DoorMovementSoundLoop)//missed playing of the IN soundset which automatically triggers playing of the loop(connected after ?)
551 {
552 PlaySoundSetAtMemoryPointLooped(m_DoorMovementSoundLoop, DOORMOVING_SOUNDSET_LOOP, "DoorEngineSoundPos");
553 }
554 }
555 if (newState == EUndegroundEntranceState.CLOSING_D)
556 {
557 StopSoundSet(m_DoorMovementSoundLoop);
558 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundOut, DOORMOVING_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
559 }
560 if (newState == EUndegroundEntranceState.CLOSING_E)
561 {
562 PlaySoundSetAtMemoryPoint(m_LockingSound, LOCKING_SOUNDSET, "DoorEngineSoundPos");
563 }
564 if (newState == EUndegroundEntranceState.CLOSING_F)
565 {
566 StopSoundSet(m_DoorEngineSoundLoop);
567 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundOut, ENGINE_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
568 }
569 if (newState == EUndegroundEntranceState.CLOSING_G || newState == EUndegroundEntranceState.CLOSED)
570 {
571 StopSoundSet(m_SirenSound);
572 }
573 }
const string ENGINE_SOUNDSET_LOOP_IN
Определения Land_Underground_Entrance.c:345
const string LOCKING_SOUNDSET
Определения Land_Underground_Entrance.c:348
Land_Underground_EntranceBase m_SirenSound
EffectSound m_DoorEngineSoundIn
Определения Land_Underground_Entrance.c:333
const string DOORMOVING_SOUNDSET_LOOP
Определения Land_Underground_Entrance.c:349
EffectSound m_DoorMovementSoundLoop
Определения Land_Underground_Entrance.c:338
const string DOORMOVING_SOUNDSET_LOOP_OUT
Определения Land_Underground_Entrance.c:350
void SoundEnded(Effect eff)
Определения Land_Underground_Entrance.c:454
EffectSound m_DoorEngineSoundOut
Определения Land_Underground_Entrance.c:335
EffectSound m_DoorEngineSoundLoop
Определения Land_Underground_Entrance.c:334
const string DOORMOVING_SOUNDSET_LOOP_IN
Определения Land_Underground_Entrance.c:351
EffectSound m_LockingSound
Определения Land_Underground_Entrance.c:336
EffectSound m_DoorMovementSoundOut
Определения Land_Underground_Entrance.c:339
EUndegroundEntranceState
Определения Land_Underground_Entrance.c:2
EffectSound m_DoorMovementSoundIn
Определения Land_Underground_Entrance.c:337
const string ENGINE_SOUNDSET_LOOP_OUT
Определения Land_Underground_Entrance.c:347
const string ENGINE_SOUNDSET_LOOP
Определения Land_Underground_Entrance.c:346
const string SIREN_SOUNDSET
Определения Land_Underground_Entrance.c:344

Перекрестные ссылки Land_Underground_EntranceBase::CheckShouldPlayPersistent(), DOORMOVING_SOUNDSET_LOOP, DOORMOVING_SOUNDSET_LOOP_IN, DOORMOVING_SOUNDSET_LOOP_OUT, ENGINE_SOUNDSET_LOOP, ENGINE_SOUNDSET_LOOP_IN, ENGINE_SOUNDSET_LOOP_OUT, LOCKING_SOUNDSET, m_DoorEngineSoundIn, m_DoorEngineSoundLoop, m_DoorEngineSoundOut, m_DoorMovementSoundIn, m_DoorMovementSoundLoop, m_DoorMovementSoundOut, m_LockingSound, m_SirenSound, SIREN_SOUNDSET и SoundEnded().