ACE3/addons/hearing/functions/fnc_updateVolume.sqf

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/*
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* Author: commy2 and esteldunedain and Ruthberg
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* Updates and applys the current deafness. Called every 1 sec from a PFEH.
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*
* Arguments:
* 0: Args <ARRAY>
* -----0: Just update volume (skip ringing/recovery) <BOOL><OPTIONAL>
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*
* Return Value:
* None
*
* Example:
* [] call ace_hearing_fnc_updateVolume
*
* Public: No
*/
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#include "script_component.hpp"
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(_this select 0) params ["_justUpdateVolume"];
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0.05;
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TRACE_3("",GVAR(volume),GVAR(deafnessDV),GVAR(deafnessDV) - GVAR(deafnessPrior));
if (!_justUpdateVolume) then {
// Ring if we got a big increase in the last second or enough accumulated damage
if (GVAR(deafnessDV) - GVAR(deafnessPrior) > 1 ||
GVAR(deafnessDV) > 10) then {
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if (ACE_time - GVAR(time3) < 3) exitWith {};
GVAR(time3) = ACE_time;
if (GVAR(deafnessDV) > 19.75) then {
playSound (["ACE_Combat_Deafness_Heavy", "ACE_Combat_Deafness_Heavy_NoRing"] select GVAR(DisableEarRinging));
} else {
playSound (["ACE_Combat_Deafness_Medium", "ACE_Combat_Deafness_Medium_NoRing"] select GVAR(DisableEarRinging));
};
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};
GVAR(deafnessPrior) = GVAR(deafnessDV);
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// Hearing takes longer to return to normal after it hits rock bottom
GVAR(deafnessDV) = (GVAR(deafnessDV) - (0.5 * (GVAR(volume) max 0.1))) max 0;
};
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if (missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) exitWith {};
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private _volume = GVAR(volume);
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// Earplugs and headgear can attenuate hearing
_volume = _volume min GVAR(volumeAttenuation);
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// Reduce volume if player is unconscious
if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
_volume = _volume min GVAR(UnconsciousnessVolume);
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};
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private _soundTransitionTime = if (_justUpdateVolume) then {0.1} else {1};
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_soundTransitionTime fadeSound _volume;
_soundTransitionTime fadeSpeech _volume;
ACE_player setVariable ["tf_globalVolume", _volume];
if (!isNil "acre_api_fnc_setGlobalVolume") then {[_volume^(0.33)] call acre_api_fnc_setGlobalVolume;};