DayZ 1.29
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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 1048

1049 {
1052 {
1054 {
1055 if (m_PipeUnderwaterSound == null)
1056 {
1057 PlaySoundSetAtMemoryPoint(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_START, PIPE_NAME_BROKEN1, false, 0.0, 0.5);
1058 StopSoundSet(m_PipeUnderwaterSound);
1059 m_PipeUnderwaterSound = null;
1060 m_PipeUnderwaterSoundRunning = PlaySoundSetAtMemoryPointLooped(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_LOOP, PIPE_NAME_BROKEN1, 0.0, 0.5);
1061 }
1062 }
1064 {
1066 {
1067 StopSoundSet(m_PipeUnderwaterSound);
1068 if (m_PipeUnderwaterSoundRunning)
1069 {
1070 PlaySoundSetAtMemoryPoint(m_PipeUnderwaterSound, SOUND_NAME_UPIPE_SPRINKLING_END, PIPE_NAME_BROKEN1, false, 0.0, 0.5);
1071 m_PipeUnderwaterSoundRunning = false;
1072 }
1073 }
1074 }
1075 }
1076 }
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().