postpone the engine sound played from c++ on soundcontroller (via OnSound override)
1565 {
1566 #ifndef SERVER
1570
1572
1573 switch (state)
1574 {
1575 case CarEngineSoundState.STARTING:
1578 break;
1579 case CarEngineSoundState.START_OK:
1580
1582 {
1583 if (!player.IsCameraInsideVehicle())
1584 {
1586 }
1587
1589 if (sound)
1590 {
1594 }
1595 }
1596
1599 break;
1600
1601 case CarEngineSoundState.START_NO_FUEL:
1604 break;
1605
1606 case CarEngineSoundState.START_NO_BATTERY:
1607 sound =
SEffectManager.
PlaySound(
"offroad_engine_failed_start_battery_SoundSet", ModelToWorld(GetEnginePos()));
1609 break;
1610
1611 case CarEngineSoundState.START_NO_SPARKPLUG:
1612 sound =
SEffectManager.
PlaySound(
"offroad_engine_failed_start_sparkplugs_SoundSet", ModelToWorld(GetEnginePos()));
1614 break;
1615
1616 case CarEngineSoundState.STOP_OK:
1617 case CarEngineSoundState.STOP_NO_FUEL:
1618
1620 {
1621 if (!player.IsCameraInsideVehicle())
1622 {
1624 }
1625
1627 if (sound)
1628 {
1632 }
1633 }
1634
1636 break;
1637
1638 default:
1639 break;
1640 }
1641 #endif
1642 }
void SetEngineStarted(bool started)
string m_EngineStartOK
Sounds.
int m_CarEngineLastSoundState
ref EffectSound m_PreStartSound
override ScriptCallQueue GetCallQueue(int call_category)
Super root of all classes in Enforce script.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
void SetSoundWaveKind(WaveKind wave_kind)
Set WaveKind for the sound.
bool SoundPlay()
Plays sound.
Wrapper class for managing sound through SEffectManager.
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
static EffectSound CreateSound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false, bool enviroment=false)
Create an EffectSound.
Manager class for managing Effect (EffectParticle, EffectSound)
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.