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Fixed ambiance sounds module.
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@ -11,7 +11,7 @@ class CfgVehicles {
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displayName = "Ambiance Sounds [ACE]";
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icon = QUOTE(PATHTOF(data\moduleSound.paa));
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category = "ACE_missionModules";
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function = QUOTE(FUNC(moduleAmbianceSound);
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function = QUOTE(FUNC(moduleAmbianceSound));
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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@ -57,7 +57,7 @@ class CfgVehicles {
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displayName = "Volume";
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description = "The volume of the sounds played";
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typeName = "NUMBER";
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defaultValue = 0;
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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@ -38,7 +38,7 @@ if (_activated && local _logic) then {
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_nilCheckPassedList = "";
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{
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_x = [_x] call EFUNC(common,removeWhiteSpace);
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_x = [_x] call EFUNC(common,string_removeWhiteSpace);
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_splittedList set [_foreachIndex, _x];
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}foreach _splittedList;
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@ -61,21 +61,22 @@ if (_activated && local _logic) then {
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}foreach _ambianceSounds;
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[{
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private ["_args", "_logic", "_ambianceSounds", "_minimalDistance", "_maximalDistance", "_minDelayBetweensounds", "_maxDelayBetweenSounds", "_volume", "_followPlayers","_lastTimePlayed", "_newPos"]
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private ["_args", "_logic", "_ambianceSounds", "_minimalDistance", "_maximalDistance", "_minDelayBetweensounds", "_maxDelayBetweenSounds", "_volume", "_followPlayers","_lastTimePlayed", "_newPos"];
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_args = _this select 0;
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_logic = _args select 0;
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_minDelayBetweensounds = _args select 4;
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_maxDelayBetweenSounds = _args select 5;
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_lastTimePlayed = _args select 8;
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if (!alive _logic) exitwith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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if (_lastTimePlayed - time >= ((_minDelayBetweensounds + random(_maxDelayBetweenSounds)) min _maxDelayBetweenSounds)) then {
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if (time - _lastTimePlayed >= ((_minDelayBetweensounds + random(_maxDelayBetweenSounds)) min _maxDelayBetweenSounds)) then {
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_ambianceSounds = _args select 1;
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_minimalDistance = _args select 2;
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_maximalDistance = _args select 3;
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_minDelayBetweensounds = _args select 4;
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_maxDelayBetweenSounds = _args select 5;
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_volume = _args select 6;
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_followPlayers = _args select 7;
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@ -111,13 +112,12 @@ if (_activated && local _logic) then {
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// If no unit is to close to this position, we will play the sound.
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if ({(_newPos distance _x < (_minimalDistance / 2))}count _allUnits == 0) then {
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playSound3D [_ambianceSounds select (round(random((count _ambianceSounds)-1))), ObjNull, false, _newPos, _volume, 1, 1000];
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_args set [8, time];
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};
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};
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};
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}, 0.1, [_logic, _ambianceSounds, _minimalDistance, _maximalDistance, _minDelayBetweensounds, _maxDelayBetweenSounds, _volume, _followPlayers, time] ] call CBA_fnc_addPerFrameHandler;
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}, 0.1, [_logic, _ambianceSounds, _minimalDistance, _maximalDistance, _minDelayBetweensounds, _maxDelayBetweenSounds, _volume, _followPlayers, time] ] call cba_fnc_addPerFrameHandler;
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};
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true;
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