Cookoff - Improve ammo detonation sounds (#5327)

* initital commit

* use Define for SOS

* fix some issues that got introduced in 1.70

* Prepare config for sounds

* add New Sounds 

improve distanced volume values

* add LAxemann to Author

* add Object Pooling

improve Distances

* fix small mistake

* change pool clearing timing

* change pool wait time

* fix Cookoff sound cleanup

* change to Jonpas Method

change random Distance add

* improve sound Volume over Distance (asked by Bux)

improve mid sounds

* improve a calculation

* Use playSound3D locally

* Make sounds configurable by 3rd party mods

* Added comments, used macros

* Update CfgSounds.hpp

---------

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
This commit is contained in:
Joko 2024-02-04 10:36:59 +01:00 committed by GitHub
parent 7696d9aa2e
commit 2a6fd19762
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GPG Key ID: B5690EEEBB952194
67 changed files with 169 additions and 61 deletions

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@ -126,6 +126,7 @@ Keithen <Keithen.Neu@gmail.com>
Kllrt <kllrtik@gmail.com> Kllrt <kllrtik@gmail.com>
KokaKolaA3 KokaKolaA3
Krzyciu Krzyciu
LAxemann
legman <juicemelon@msn.com> legman <juicemelon@msn.com>
Legolasindar "Viper" <legolasindar@gmail.com> Legolasindar "Viper" <legolasindar@gmail.com>
licht-im-Norden87 <lichtimnorden87@gmail.com> licht-im-Norden87 <lichtimnorden87@gmail.com>

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@ -0,0 +1,66 @@
#define VOLUME 2
#define PITCH 1
#define SHOTSOUND(type,dist,N,maxDistance)\
class GVAR(TRIPLES(type,dist,N)) {\
sound[] = {QPATHTOF(sounds\type\DOUBLES(dist,N).wss), VOLUME, PITCH, maxDistance};\
titles[] = {};\
}
#define SHOTSOUNDCLASS(type,dist,maxDistance)\
SHOTSOUND(type,dist,1,maxDistance);\
SHOTSOUND(type,dist,2,maxDistance);\
SHOTSOUND(type,dist,3,maxDistance)
#define SHOTSOUNDCLASSTYPE(type,maxDistance)\
SHOTSOUNDCLASS(type,close,maxDistance);\
SHOTSOUNDCLASS(type,mid,maxDistance);\
SHOTSOUNDCLASS(type,far,maxDistance)
// Allows other mods to change sounds for cook-off
class CfgSounds {
// These macros set up the sounds for the various classes
SHOTSOUNDCLASSTYPE(shotbullet,1250);
SHOTSOUNDCLASSTYPE(shotrocket,1600);
SHOTSOUNDCLASSTYPE(shotshell,1300);
// Missiles use the same sounds as rockets
class GVAR(shotmissile_close_1): GVAR(shotrocket_close_1) {};
class GVAR(shotmissile_close_2): GVAR(shotrocket_close_2) {};
class GVAR(shotmissile_close_3): GVAR(shotrocket_close_3) {};
class GVAR(shotmissile_mid_1): GVAR(shotrocket_mid_1) {};
class GVAR(shotmissile_mid_2): GVAR(shotrocket_mid_2) {};
class GVAR(shotmissile_mid_3): GVAR(shotrocket_mid_3) {};
class GVAR(shotmissile_far_1): GVAR(shotrocket_far_1) {};
class GVAR(shotmissile_far_2): GVAR(shotrocket_far_2) {};
class GVAR(shotmissile_far_3): GVAR(shotrocket_far_3) {};
// Submunitions have the same sound as bullets, but a higher maxDistance
class GVAR(shotsubmunitions_close_1): GVAR(shotbullet_close_1) {
sound[] = {QPATHTOF(sounds\shotbullet\close_1.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_close_2): GVAR(shotbullet_close_2) {
sound[] = {QPATHTOF(sounds\shotbullet\close_2.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_close_3): GVAR(shotbullet_close_3) {
sound[] = {QPATHTOF(sounds\shotbullet\close_3.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_mid_1): GVAR(shotbullet_far_1) {
sound[] = {QPATHTOF(sounds\shotbullet\mid_1.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_mid_2): GVAR(shotbullet_mid_2) {
sound[] = {QPATHTOF(sounds\shotbullet\mid_2.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_mid_3): GVAR(shotbullet_mid_3) {
sound[] = {QPATHTOF(sounds\shotbullet\mid_3.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_far_1): GVAR(shotbullet_far_1) {
sound[] = {QPATHTOF(sounds\shotbullet\far_1.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_far_2): GVAR(shotbullet_far_2) {
sound[] = {QPATHTOF(sounds\shotbullet\far_2.wss), VOLUME, PITCH, 1600};
};
class GVAR(shotsubmunitions_far_3): GVAR(shotbullet_far_3) {
sound[] = {QPATHTOF(sounds\shotbullet\far_3.wss), VOLUME, PITCH, 1600};
};
};

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@ -58,3 +58,42 @@
[FUNC(detonateAmmunition), [_vehicle, _mags, _total], _delay] call CBA_fnc_waitAndExecute; [FUNC(detonateAmmunition), [_vehicle, _mags, _total], _delay] call CBA_fnc_waitAndExecute;
}; };
}, nil, ["Man","StaticWeapon"]] call CBA_fnc_addClassEventHandler; }, nil, ["Man","StaticWeapon"]] call CBA_fnc_addClassEventHandler;
if (hasInterface) then {
// Plays a sound locally, so that different sounds can be used for various distances
[QGVAR(playCookoffSound), {
params ["_object", "_sound"];
if (isNull _object) exitWith {};
private _distance = _object distance (positionCameraToWorld [0, 0, 0]);
TRACE_3("",_object,_sound,_maxDistance);
// 3 classes of distances: close, mid and far, each having different sound files
private _classDistance = switch (true) do {
case (_distance < DISTANCE_CLOSE): {"close"};
case (_distance < DISTANCE_MID): {"mid"};
default {"far"};
};
_sound = format [QGVAR(%1_%2_%3), _sound, _classDistance, floor (random 3) + 1];
TRACE_1("",_sound);
// Allows other mods to change sounds for cook-off
_sound = getArray (configFile >> "CfgSounds" >> _sound >> "sound");
if (_sound isEqualTo []) exitWith {};
_sound params ["_sound", "_volume", "_pitch", "_maxDistance"];
if (_distance > _maxDistance) exitWith {};
// Make sure file exists, so RPT isn't spammed with non-existent entry errors
if (!fileExists _sound) exitWith {};
// Obeys speed of sound and takes doppler effects into account
playSound3D [_sound, objNull, insideBuilding _object >= 0.5, getPosASL _object, _volume, _pitch + (random 0.2) - 0.1, _maxDistance, 0, true];
}] call CBA_fnc_addEventHandler;
};

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@ -21,4 +21,5 @@ class CfgPatches {
#include "CfgAmmo.hpp" #include "CfgAmmo.hpp"
#include "CfgCloudlets.hpp" #include "CfgCloudlets.hpp"
#include "CfgSFX.hpp" #include "CfgSFX.hpp"
#include "CfgSounds.hpp"
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"

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@ -32,90 +32,89 @@ private _magazineIndex = floor random(count _magazines);
private _magazine = _magazines select _magazineIndex; private _magazine = _magazines select _magazineIndex;
_magazine params ["_magazineClassname", "_amountOfMagazines"]; _magazine params ["_magazineClassname", "_amountOfMagazines"];
if (_amountOfMagazines > 0) exitWith { if (_amountOfMagazines < 0) exitWith {
private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration))); ERROR_1("mag with no ammo - %1", _magazine);
};
private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
_amountOfMagazines = _amountOfMagazines - _removed; _amountOfMagazines = _amountOfMagazines - _removed;
if (_amountOfMagazines <= 0) then { if (_amountOfMagazines <= 0) then {
_magazines deleteAt _magazineIndex; _magazines deleteAt _magazineIndex;
} else {
_magazine set [1, _amountOfMagazines]; // clear out the magazine
};
private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
_totalAmmo = _totalAmmo - _removed;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
private _simType = getText (_ammoCfg >> "simulation");
private _effect2pos = _vehicle selectionPosition "destructionEffect2";
private _spawnProjectile = {
params ["_vehicle", "_ammo", "_speed", "_flyAway"];
private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
if (_spawnPos select 2 < 0) then {
_spawnPos set [2, 0];
};
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
if (_flyAway) then {
private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
private _velVec = _vectorAmmo vectorMultiply _speed;
_projectile setVectorDir _velVec;
_projectile setVelocity _velVec;
} else { } else {
_magazine set [1, _amountOfMagazines]; // clear out the magazine _projectile setDamage 1;
};
private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
_totalAmmo = _totalAmmo - _removed;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
private _simType = getText (_ammoCfg >> "simulation");
private _effect2pos = _vehicle selectionPosition "destructionEffect2";
private _spawnProjectile = {
params ["_vehicle", "_ammo", "_speed", "_flyAway"];
private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
if (_spawnPos select 2 < 0) then {
_spawnPos set [2, 0];
};
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
if (_flyAway) then {
private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
private _velVec = _vectorAmmo vectorMultiply _speed;
_projectile setVectorDir _velVec;
_projectile setVelocity _velVec;
} else {
_projectile setDamage 1;
};
_projectile;
}; };
private _speed = random (_speedOfAmmo / 10) max 1; _projectile;
};
if (toLower _simType == "shotbullet") then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
private _speed = random (_speedOfAmmo / 10) max 1;
_simType = toLower _simType;
switch (_simType) do {
case ("shotbullet"): {
[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
if (random 1 < 0.6) then { if (random 1 < 0.6) then {
[_vehicle, _ammo, _speed, true] call _spawnProjectile; [_vehicle, _ammo, _speed, true] call _spawnProjectile;
}; };
}; };
if (toLower _simType == "shotshell") then { case ("shotshell"): {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))]; [QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
if (random 1 < 0.15) then { if (random 1 < 0.15) then {
[_vehicle, _ammo, _speed, true] call _spawnProjectile; [_vehicle, _ammo, _speed, true] call _spawnProjectile;
}; };
}; };
if (toLower _simType == "shotgrenade") then { case ("shotgrenade"): {
if (random 1 < 0.9) then { if (random 1 < 0.9) then {
_speed = 0; _speed = 0;
}; };
[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile; [_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
}; };
if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then { case ("shotrocket");
case ("shotmissile");
case ("shotsubmunitions"): {
if (random 1 < 0.1) then { if (random 1 < 0.1) then {
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))]; [QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile; [_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
} else { } else {
createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"]; createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
}; };
}; };
if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then { case ("shotmine");
case ("shotdirectionalbomb"): {
if (random 1 < 0.5) then { if (random 1 < 0.5) then {
// Not all explosives detonate on destruction, some have scripted alternatives // Not all explosives detonate on destruction, some have scripted alternatives
private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1; private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
if !(_scripted) then { if !(_scripted) then {
_ammo = getText (_ammoCfg >> "ace_explosives_Explosive"); _ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
}; };
// If a scripted alternative doesn't exist use generic explosion // If a scripted alternative doesn't exist use generic explosion
if (_ammo != "") then { if (_ammo != "") then {
[_vehicle, _ammo, 0, false] call _spawnProjectile; [_vehicle, _ammo, 0, false] call _spawnProjectile;
@ -124,12 +123,10 @@ if (_amountOfMagazines > 0) exitWith {
}; };
}; };
}; };
if (toLower _simType == "shotilluminating") then { case ("shotilluminating"): {
if (random 1 < 0.15) then { if (random 1 < 0.15) then {
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile; [_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
}; };
}; };
[FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
}; };
ERROR_1("mag with no ammo - %1", _magazine); [FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;

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@ -37,3 +37,6 @@
// Common commander hatch defines for default vehicles // Common commander hatch defines for default vehicles
#define DEFAULT_COMMANDER_HATCHES ["osa_poklop_commander", "hatch_commander_axis"] #define DEFAULT_COMMANDER_HATCHES ["osa_poklop_commander", "hatch_commander_axis"]
#define DISTANCE_CLOSE 235
#define DISTANCE_MID 952

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@ -0,0 +1 @@
forfiles /s /m *.wav /c "DeWSSDos -wss/0 -P -V -Y @path @FNAME.wss"

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