mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Only play repatitive sounds when game is focused (#7265)
This commit is contained in:
parent
5a4f76efb0
commit
00a91610ea
@ -27,6 +27,7 @@ params ["_unit", "_fatigue", "_speed", "_overexhausted"];
|
|||||||
// - Audible effects ----------------------------------------------------------
|
// - Audible effects ----------------------------------------------------------
|
||||||
GVAR(lastBreath) = GVAR(lastBreath) + 1;
|
GVAR(lastBreath) = GVAR(lastBreath) + 1;
|
||||||
if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then {
|
if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then {
|
||||||
|
if (!isGameFocused) exitWith {};
|
||||||
switch (true) do {
|
switch (true) do {
|
||||||
case (_fatigue < 0.6): {
|
case (_fatigue < 0.6): {
|
||||||
playSound (QGVAR(breathLow) + str(floor random 6));
|
playSound (QGVAR(breathLow) + str(floor random 6));
|
||||||
|
@ -36,6 +36,7 @@ if (!_justUpdateVolume) then {
|
|||||||
if (CBA_missionTime - GVAR(time3) < 3) exitWith {};
|
if (CBA_missionTime - GVAR(time3) < 3) exitWith {};
|
||||||
GVAR(time3) = CBA_missionTime;
|
GVAR(time3) = CBA_missionTime;
|
||||||
|
|
||||||
|
if (!isGameFocused) exitWith {};
|
||||||
if (GVAR(deafnessDV) > 19.75) then {
|
if (GVAR(deafnessDV) > 19.75) then {
|
||||||
playSound (["ACE_Combat_Deafness_Heavy", "ACE_Combat_Deafness_Heavy_NoRing"] select GVAR(DisableEarRinging));
|
playSound (["ACE_Combat_Deafness_Heavy", "ACE_Combat_Deafness_Heavy_NoRing"] select GVAR(DisableEarRinging));
|
||||||
} else {
|
} else {
|
||||||
|
@ -10,8 +10,8 @@
|
|||||||
#define VERSION_AR MAJOR,MINOR,PATCHLVL,BUILD
|
#define VERSION_AR MAJOR,MINOR,PATCHLVL,BUILD
|
||||||
|
|
||||||
// MINIMAL required version for the Mod. Components can specify others..
|
// MINIMAL required version for the Mod. Components can specify others..
|
||||||
#define REQUIRED_VERSION 1.94
|
#define REQUIRED_VERSION 1.96
|
||||||
#define REQUIRED_CBA_VERSION {3,11,2}
|
#define REQUIRED_CBA_VERSION {3,12,2}
|
||||||
|
|
||||||
#ifdef COMPONENT_BEAUTIFIED
|
#ifdef COMPONENT_BEAUTIFIED
|
||||||
#define COMPONENT_NAME QUOTE(ACE3 - COMPONENT_BEAUTIFIED)
|
#define COMPONENT_NAME QUOTE(ACE3 - COMPONENT_BEAUTIFIED)
|
||||||
|
@ -28,11 +28,11 @@ private _waitTime = 60 / _heartRate;
|
|||||||
switch (true) do {
|
switch (true) do {
|
||||||
case (_heartRate > 160): {
|
case (_heartRate > 160): {
|
||||||
// playSound SND_HEARBEAT_FAST; // Array doesn't blend together well, just play one file consistently
|
// playSound SND_HEARBEAT_FAST; // Array doesn't blend together well, just play one file consistently
|
||||||
playSound "ACE_heartbeat_fast_1";
|
if (isGameFocused) then { playSound "ACE_heartbeat_fast_1"; };
|
||||||
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
|
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
|
||||||
};
|
};
|
||||||
case (_heartRate < 60): {
|
case (_heartRate < 60): {
|
||||||
playSound SND_HEARBEAT_SLOW;
|
if (isGameFocused) then { playSound SND_HEARBEAT_SLOW; };
|
||||||
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
|
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
|
||||||
};
|
};
|
||||||
default {
|
default {
|
||||||
|
Loading…
Reference in New Issue
Block a user