8 string stepsCfgPath =
"CfgVehicles SurvivorBase AnimEvents Steps ";
10 for(
int i = 0; i < stepsCount; i++)
14 string stepPath = stepsCfgPath + stepName +
" ";
25 table.LoadTable(tableName);
39 if(soundBuilder == NULL)
44 soundBuilder.AddVariable(
"walk", 1);
45 soundBuilder.AddVariable(
"run", 0);
46 soundBuilder.AddVariable(
"sprint", 0);
50 soundBuilder.AddVariable(
"walk", 0);
51 soundBuilder.AddVariable(
"run", 1);
52 soundBuilder.AddVariable(
"sprint", 0);
56 soundBuilder.AddVariable(
"walk", 0);
57 soundBuilder.AddVariable(
"run", 0);
58 soundBuilder.AddVariable(
"sprint", 1);
62 soundBuilder.AddVariable(
"walk", 0);
63 soundBuilder.AddVariable(
"run", 0);
64 soundBuilder.AddVariable(
"sprint", 0);
69 soundBuilder.AddVariable(
"bare", 1);
70 soundBuilder.AddVariable(
"sneakers", 0);
71 soundBuilder.AddVariable(
"boots", 0);
75 soundBuilder.AddVariable(
"bare", 0);
76 soundBuilder.AddVariable(
"sneakers", 1);
77 soundBuilder.AddVariable(
"boots", 0);
81 soundBuilder.AddVariable(
"bare", 0);
82 soundBuilder.AddVariable(
"sneakers", 0);
83 soundBuilder.AddVariable(
"boots", 1);
110 string attachCfgPath =
"CfgVehicles SurvivorBase AnimEvents Attachments ";
112 for(
int i = 0; i < attachCount; i++)
116 string defPath = attachCfgPath + defName +
" ";
129 table =
new AttachmentSoundLookupTable();
130 table.LoadTable(tableName);
145 if(soundBuilder == NULL)
177 string cfgPath =
"CfgVehicles SurvivorBase AnimEvents SoundVoice ";
180 for(
int i = 0; i < childCount; i++)
184 string defPath = cfgPath + defName +
" ";
195 table.LoadTable(tableName);
199 if(
GetGame().ConfigGetText(defPath +
"noise", noiseName))
203 table.SetNoiseParam(np);
218 if(soundBuilder == NULL)
230 return table.GetNoiseParam();
257 string soundsCfgPath =
"CfgVehicles SurvivorBase AnimEvents Sounds ";
260 for(
int i = 0; i < soundCount; i++)
264 string soundPath = soundsCfgPath + soundName +
" ";
265 AnimSoundEvent soundEvent =
new AnimSoundEvent(soundPath);
266 if(soundEvent.IsValid())
323 pType.RegisterStepEvent(
"Step", 0.2);
325 pType.RegisterSoundEvent(
"Sound", -1);
326 pType.RegisterSoundEvent(
"SoundWeapon", 0.2);
327 pType.RegisterSoundEvent(
"SoundVoice", -1);
328 if(!
GetGame().IsDedicatedServer())
329 pType.RegisterSoundEvent(
"SoundAttachment", 0.2);
332 DayZPlayerTypeVoiceSoundLookupTableImpl voiceTable2 = DayZPlayerTypeVoiceSoundLookupTableImpl.GetInstance();
333 pType.RegisterVoiceSoundLookupTable(voiceTable2);
335 if(!
GetGame().IsDedicatedServer())
337 pType.RegisterParticleEvent(
"Particle", -1);
340 pType.RegisterStepSoundLookupTable(stepTable);
343 pType.RegisterAttachmentSoundLookupTable(attachTable);
348 pType.RegisterSoundTable(soundTable);
PlayerSpawnPreset slotName
void PlayerVoiceLookupTable()
static AnimSoundObjectBuilderBank GetInstance()
static ref AnimSoundObjectBuilderBank m_instance
class SoundLookupTable StepSoundLookupTable()
void DayZPlayerTypeSoundTableImpl()
void DayZPlayerTypeStepSoundLookupTableImpl()
class DayZPlayerTypeStepSoundLookupTableImpl extends DayZPlayerTypeStepSoundLookupTable DayZPlayerTypeAttachmentSoundLookupTableImpl()
autoptr map< int, StepSoundLookupTable > m_pSoundTables
ref array< ref AnimSoundEvent > m_animSoundEvents
DEPRECATED.
autoptr map< int, ref StepSoundLookupTable > m_pSoundTableInstances
void DayZPlayerTypeRegisterSounds(DayZPlayerType pType)
ref map< int, ref AnimSoundEvent > m_AnimSoundEvents
class NoiseSystem NoiseParams()
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
proto native void ProfilerStop(string name)
Use for profiling code from start to stop, they must match have same name, look wiki pages for more i...
proto native int ConfigGetInt(string path)
Get int value from config on path.
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.
proto native void ProfilerStart(string name)
Use for profiling code from start to stop, they must match have same name, look wiki pages for more i...
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
autoptr map< int, ref StepSoundLookupTable > m_pSoundTableInstances
void DayZPlayerTypeStepSoundLookupTableImpl()
static DayZPlayerTypeStepSoundLookupTableImpl GetInstance()
static ref DayZPlayerTypeStepSoundLookupTableImpl m_instance
autoptr map< int, StepSoundLookupTable > m_pSoundTables
override SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
void DayZPlayerTypeVoiceSoundLookupTableImpl()
autoptr map< int, ref PlayerVoiceLookupTable > m_pSoundTableInstances
override SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
static ref DayZPlayerTypeVoiceSoundLookupTableImpl m_instance
static DayZPlayerTypeVoiceSoundLookupTableImpl GetInstance()
override NoiseParams GetNoiseParams(int eventId)
autoptr map< int, PlayerVoiceLookupTable > m_pSoundTables
SoundObjectBuilder GetSoundBuilder(int parameterHash)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
proto native CGame GetGame()
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
proto native int Hash()
Returns hash of string.