ACE3/addons/missionmodules/functions/fnc_moduleAmbianceSound.sqf

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2015-02-17 06:51:51 +00:00
/*
* Author: Glowbal
* Plays synchronized ambiance sounds while the module is alive.
*
* Arguments:
* 0: Logic <LOGIC>
* 1: Units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* N/A
*
* Public: No
*/
#include "script_component.hpp"
private ["_logic", "_units", "_activated","_ambianceSounds", "_soundFiles", "_minimalDistance","_maximalDistance", "_minimalDistance", "_maxDelayBetweenSounds", "_allUnits", "_newPos", "_targetUnit", "_soundToPlay", "_soundPath", "_unparsedSounds", "_list", "_splittedList", "_nilCheckPassedList"];
_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param;
_units = [_this,1,[],[[]]] call BIS_fnc_param;
_activated = [_this,2,true,[true]] call BIS_fnc_param;
// We only play this on the locality of the logic, since the sounds are broadcasted across the network
if (_activated && local _logic) then {
_ambianceSounds = [];
_unparsedSounds = _logic getvariable ["soundFiles", ""];
_minimalDistance = (_logic getvariable ["minimalDistance", 400]) max 1;
_maximalDistance = (_logic getvariable ["maximalDistance", 10]) max _minimalDistance;
_minDelayBetweensounds = (_logic getvariable ["minimalDelay", 10]) max 1;
_maxDelayBetweenSounds = (_logic getvariable ["maximalDelay", 170]) max _minDelayBetweensounds;
_volume = (_logic getvariable ["soundVolume", 30]) max 1;
_followPlayers = _logic getvariable ["followPlayers", false];
_splittedList = [_unparsedSounds, ","] call BIS_fnc_splitString;
_nilCheckPassedList = "";
{
_x = [_x] call EFUNC(common,string_removeWhiteSpace);
_splittedList set [_foreachIndex, _x];
}foreach _splittedList;
_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
{
if (isclass (missionConfigFile >> "CfgSounds" >> _x)) then {
_ambianceSounds pushback (_soundPath + (getArray(missionConfigFile >> "CfgSounds" >> _x >> "sound") select 0));
} else {
if (isclass (configFile >> "CfgSounds" >> _x)) then {
_ambianceSounds pushback ((getArray(configFile >> "CfgSounds" >> _x >> "sound") select 0));
};
};
}foreach _splittedList;
if (count _ambianceSounds == 0) exitwith {};
{
if !([".", _x, true] call BIS_fnc_inString) then {
_ambianceSounds set [_foreachIndex, _x + ".wss"];
};
}foreach _ambianceSounds;
[{
private ["_args", "_logic", "_ambianceSounds", "_minimalDistance", "_maximalDistance", "_minDelayBetweensounds", "_maxDelayBetweenSounds", "_volume", "_followPlayers","_lastTimePlayed", "_newPos"];
_args = _this select 0;
_logic = _args select 0;
_minDelayBetweensounds = _args select 4;
_maxDelayBetweenSounds = _args select 5;
_lastTimePlayed = _args select 8;
if (!alive _logic) exitwith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
if (time - _lastTimePlayed >= ((_minDelayBetweensounds + random(_maxDelayBetweenSounds)) min _maxDelayBetweenSounds)) then {
_ambianceSounds = _args select 1;
_minimalDistance = _args select 2;
_maximalDistance = _args select 3;
_volume = _args select 6;
_followPlayers = _args select 7;
// Find all players in session.
_allUnits = if (isMultiplayer) then {playableUnits} else {[ACE_player]};
// Check if there are enough players to even start playing this sound.
if (count _allUnits > 0) then {
// Select a target unit at random.
_targetUnit = _allUnits select (round(random((count _allUnits)-1)));
// find the position from which we are going to play this sound from.
_newPos = (getPos _targetUnit);
if (!_followPlayers) then {
_newPos = getPos _logic;
};
// Randomize this position.
if (random(1) >= 0.5) then {
if (random(1) >= 0.5) then {
_newPos set [0, (_newPos select 0) + (_minimalDistance + random(_maximalDistance))];
} else {
_newPos set [0, (_newPos select 0) - (_minimalDistance + random(_maximalDistance))];
};
} else {
if (random(1) >= 0.5) then {
_newPos set [1, (_newPos select 1) + (_minimalDistance + random(_maximalDistance))];
} else {
_newPos set [1, (_newPos select 1) - (_minimalDistance + random(_maximalDistance))];
};
};
// If no unit is to close to this position, we will play the sound.
if ({(_newPos distance _x < (_minimalDistance / 2))}count _allUnits == 0) then {
playSound3D [_ambianceSounds select (round(random((count _ambianceSounds)-1))), ObjNull, false, _newPos, _volume, 1, 1000];
_args set [8, time];
};
};
};
}, 0.1, [_logic, _ambianceSounds, _minimalDistance, _maximalDistance, _minDelayBetweensounds, _maxDelayBetweenSounds, _volume, _followPlayers, time] ] call cba_fnc_addPerFrameHandler;
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};
true;