DayZ 1.27
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◆ HandleSoundEffectsUnderwaterPipeSounds()

void HandleSoundEffectsUnderwaterPipeSounds ( )
protected

strong water jet sound only when fill valve activated

См. определение в файле Land_Underground_WaterReservoir.c строка 1029

1030 {
1033 {
1035 {
1036 if (m_PipeUnderwaterSound == null)
1037 {
1038 PlaySoundSetAtMemoryPoint(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_START, PIPE_NAME_BROKEN1, false, 0.0, 0.5);
1039 StopSoundSet(m_PipeUnderwaterSound);
1040 m_PipeUnderwaterSound = null;
1041 m_PipeUnderwaterSoundRunning = PlaySoundSetAtMemoryPointLooped(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_LOOP, PIPE_NAME_BROKEN1, 0.0, 0.5);
1042 }
1043 }
1045 {
1047 {
1048 StopSoundSet(m_PipeUnderwaterSound);
1049 if (m_PipeUnderwaterSoundRunning)
1050 {
1051 PlaySoundSetAtMemoryPoint(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_END, PIPE_NAME_BROKEN1, false, 0.0, 0.5);
1052 m_PipeUnderwaterSoundRunning = false;
1053 }
1054 }
1055 }
1056 }
1057 }
int m_WaterLevelActual
const string PIPE_NAME_BROKEN1
const int WL_MAX
bool IsValveActive(int pValveIndex)
const int VALVE_INDEX_FILL
const int WL_AVERAGE
const string SOUND_NAME_UPIPE_SPRINKLING_START
const string SOUND_NAME_UPIPE_SPRINKLING_END
int m_WaterLevelPrev
ref EffectSound m_PipeUnderwaterSound
const int WL_ABOVE_PIPES
const string SOUND_NAME_UPIPE_SPRINKLING_LOOP

Перекрестные ссылки IsValveActive(), m_PipeUnderwaterSound, m_WaterLevelActual, m_WaterLevelPrev, PIPE_NAME_BROKEN1, SOUND_NAME_UPIPE_SPRINKLING_END, SOUND_NAME_UPIPE_SPRINKLING_LOOP, SOUND_NAME_UPIPE_SPRINKLING_START, VALVE_INDEX_FILL, WL_ABOVE_PIPES, WL_AVERAGE и WL_MAX.

Используется в HandleSoundEffects().