DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ HandleSoundEffectsUnderwaterPipeSounds()

void HandleSoundEffectsUnderwaterPipeSounds ( )
protected

strong water jet sound only when fill valve activated

См. определение в файле Land_Underground_WaterReservoir.c строка 1050

1051 {
1054 {
1056 {
1057 if (m_PipeUnderwaterSound == null)
1058 {
1059 PlaySoundSetAtMemoryPoint(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_START, PIPE_NAME_BROKEN1, false, 0.0, 0.5);
1060 StopSoundSet(m_PipeUnderwaterSound);
1061 m_PipeUnderwaterSound = null;
1062 m_PipeUnderwaterSoundRunning = PlaySoundSetAtMemoryPointLooped(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_LOOP, PIPE_NAME_BROKEN1, 0.0, 0.5);
1063 }
1064 }
1066 {
1068 {
1069 StopSoundSet(m_PipeUnderwaterSound);
1070 if (m_PipeUnderwaterSoundRunning)
1071 {
1072 PlaySoundSetAtMemoryPoint(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_END, PIPE_NAME_BROKEN1, false, 0.0, 0.5);
1073 m_PipeUnderwaterSoundRunning = false;
1074 }
1075 }
1076 }
1077 }
1078 }
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().