DayZ 1.27
DayZ Explorer by KGB
 
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◆ HandleAudioPlayback()

override void HandleAudioPlayback ( EUndegroundEntranceState newState,
EUndegroundEntranceState prevState )

См. определение в файле Land_Underground_Entrance.c строка 455

456 {
457 //Print("HandleAudioVisualPlayback " + newState + ", " + prevState);
458 //opening
459 if ( CheckShouldPlayPersistent(EUndegroundEntranceState.OPENING_A, EUndegroundEntranceState.OPENING_F))
460 {
461 PlaySoundSetAtMemoryPointLooped(m_SirenSound, SIREN_SOUNDSET, "SirenSoundPos",0.5,0.5);
462 }
463 if (newState == EUndegroundEntranceState.OPENING_B)
464 {
465 if (prevState == EUndegroundEntranceState.OPENING_A)//if they connected already during B, do not play the in
466 {
467 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundIn, ENGINE_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
469 m_DoorEngineSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
470 }
471 }
472
473 if (CheckShouldPlayPersistent(EUndegroundEntranceState.OPENING_B, EUndegroundEntranceState.OPENING_E))
474 {
475 if (!m_DoorEngineSoundLoop && !m_DoorEngineSoundIn)//missed playing of the IN soundset which automatically triggers playing of the loop(connected after ?)
476 {
477 PlaySoundSetAtMemoryPointLooped(m_DoorEngineSoundLoop, ENGINE_SOUNDSET_LOOP, "DoorEngineSoundPos");
478 }
479 }
480 if (newState == EUndegroundEntranceState.OPENING_C)
481 {
482 PlaySoundSetAtMemoryPoint(m_LockingSound, LOCKING_SOUNDSET, "DoorEngineSoundPos");
483 }
484 if (newState == EUndegroundEntranceState.OPENING_D)
485 {
486 if (prevState == EUndegroundEntranceState.OPENING_C)//if they connected already during C, do not play the in
487 {
488 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundIn, DOORMOVING_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
490 m_DoorMovementSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
491 }
492 else if (!m_DoorMovementSoundIn && !m_DoorMovementSoundLoop)//missed playing of the IN soundset which automatically triggers playing of the loop(connected after ?)
493 {
494 PlaySoundSetAtMemoryPointLooped(m_DoorMovementSoundLoop, DOORMOVING_SOUNDSET_LOOP, "DoorEngineSoundPos");
495 }
496 }
497
498 if (newState == EUndegroundEntranceState.OPENING_E)
499 {
500 StopSoundSet(m_DoorMovementSoundLoop);
501 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundOut, DOORMOVING_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
502 }
503 if (newState == EUndegroundEntranceState.OPENING_F)
504 {
505 StopSoundSet(m_DoorEngineSoundLoop);
506 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundOut, ENGINE_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
507 }
508 if (newState == EUndegroundEntranceState.OPENING_G)
509 {
510 StopSoundSet(m_SirenSound);
511 }
512
513 //closing
514 if (CheckShouldPlayPersistent(EUndegroundEntranceState.CLOSING_A, EUndegroundEntranceState.CLOSING_F))
515 {
516 PlaySoundSetAtMemoryPointLooped(m_SirenSound, SIREN_SOUNDSET, "SirenSoundPos",0.5,0.5);
517 }
518 if (CheckShouldPlayPersistent(EUndegroundEntranceState.CLOSING_B, EUndegroundEntranceState.CLOSING_E))
519 {
520 if (prevState == EUndegroundEntranceState.CLOSING_A)//if they connected already during B, do not play the in
521 {
522 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundIn, ENGINE_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
524 m_DoorEngineSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
525 }
526 }
527 if ( newState == EUndegroundEntranceState.CLOSING_C)
528 {
529 if (prevState == EUndegroundEntranceState.CLOSING_B)//if they connected already during C, do not play the in
530 {
531 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundIn, DOORMOVING_SOUNDSET_LOOP_IN, "DoorEngineSoundPos");
533 m_DoorMovementSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
534 }
535 else if (!m_DoorMovementSoundIn && !m_DoorMovementSoundLoop)//missed playing of the IN soundset which automatically triggers playing of the loop(connected after ?)
536 {
537 PlaySoundSetAtMemoryPointLooped(m_DoorMovementSoundLoop, DOORMOVING_SOUNDSET_LOOP, "DoorEngineSoundPos");
538 }
539 }
540 if (newState == EUndegroundEntranceState.CLOSING_D)
541 {
542 StopSoundSet(m_DoorMovementSoundLoop);
543 PlaySoundSetAtMemoryPoint(m_DoorMovementSoundOut, DOORMOVING_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
544 }
545 if (newState == EUndegroundEntranceState.CLOSING_E)
546 {
547 PlaySoundSetAtMemoryPoint(m_LockingSound, LOCKING_SOUNDSET, "DoorEngineSoundPos");
548 }
549 if (newState == EUndegroundEntranceState.CLOSING_F)
550 {
551 StopSoundSet(m_DoorEngineSoundLoop);
552 PlaySoundSetAtMemoryPoint(m_DoorEngineSoundOut, ENGINE_SOUNDSET_LOOP_OUT, "DoorEngineSoundPos");
553 }
554 if (newState == EUndegroundEntranceState.CLOSING_G || newState == EUndegroundEntranceState.CLOSED)
555 {
556 StopSoundSet(m_SirenSound);
557 }
558 }
const string ENGINE_SOUNDSET_LOOP_IN
Определения Land_Underground_Entrance.c:330
const string LOCKING_SOUNDSET
Определения Land_Underground_Entrance.c:333
Land_Underground_EntranceBase m_SirenSound
EffectSound m_DoorEngineSoundIn
Определения Land_Underground_Entrance.c:318
const string DOORMOVING_SOUNDSET_LOOP
Определения Land_Underground_Entrance.c:334
EffectSound m_DoorMovementSoundLoop
Определения Land_Underground_Entrance.c:323
const string DOORMOVING_SOUNDSET_LOOP_OUT
Определения Land_Underground_Entrance.c:335
void SoundEnded(Effect eff)
Определения Land_Underground_Entrance.c:439
EffectSound m_DoorEngineSoundOut
Определения Land_Underground_Entrance.c:320
EffectSound m_DoorEngineSoundLoop
Определения Land_Underground_Entrance.c:319
const string DOORMOVING_SOUNDSET_LOOP_IN
Определения Land_Underground_Entrance.c:336
EffectSound m_LockingSound
Определения Land_Underground_Entrance.c:321
EffectSound m_DoorMovementSoundOut
Определения Land_Underground_Entrance.c:324
EUndegroundEntranceState
Определения Land_Underground_Entrance.c:2
EffectSound m_DoorMovementSoundIn
Определения Land_Underground_Entrance.c:322
const string ENGINE_SOUNDSET_LOOP_OUT
Определения Land_Underground_Entrance.c:332
const string ENGINE_SOUNDSET_LOOP
Определения Land_Underground_Entrance.c:331
const string SIREN_SOUNDSET
Определения Land_Underground_Entrance.c:329

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().