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Fix Ambient Sounds (#4470)
Fix #4418 - Remove leading `\` for configfile sounds - Cleanup randomized location code
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@ -49,7 +49,9 @@ if (_activated && local _logic) then {
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};
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} else {
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if (isClass (configFile >> "CfgSounds" >> _x)) then {
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_ambianceSounds pushBack ((getArray(configFile >> "CfgSounds" >> _x >> "sound") select 0));
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_soundPath = (getArray(configFile >> "CfgSounds" >> _x >> "sound")) param [0, ""];
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if ((_soundPath select [0, 1]) == "\") then {_soundPath = _soundPath select [1];};
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_ambianceSounds pushBack _soundPath;
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} else {
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ACE_LOGERROR_1("Ambient Sounds: Sound ""%1"" not found.",_x);
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};
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@ -65,8 +67,9 @@ if (_activated && local _logic) then {
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};
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} forEach _ambianceSounds;
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TRACE_1("",_ambianceSounds);
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[{
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private ["_newPos", "_allUnits", "_targetUnit"];
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params ["_args", "_pfhHandle"];
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_args params ["_logic", "_ambianceSounds", "_minimalDistance", "_maximalDistance", "_minDelayBetweensounds", "_maxDelayBetweenSounds", "_volume", "_followPlayers", "_lastTimePlayed"];
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@ -77,39 +80,28 @@ if (_activated && local _logic) then {
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if (CBA_missionTime - _lastTimePlayed >= ((_minDelayBetweensounds + random(_maxDelayBetweenSounds)) min _maxDelayBetweenSounds)) then {
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// Find all players in session.
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_allUnits = if (isMultiplayer) then {playableUnits} else {[ACE_player]};
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private _allUnits = if (isMultiplayer) then {playableUnits} else {[ACE_player]};
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// Check if there are enough players to even start playing this sound.
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if (count _allUnits > 0) then {
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// Select a target unit at random.
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_targetUnit = _allUnits call BIS_fnc_selectRandom;
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// find the position from which we are going to play this sound from.
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_newPos = (getPos _targetUnit);
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if (!_followPlayers) then {
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_newPos = getPos _logic;
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};
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// Randomize this position.
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if (random(1) >= 0.5) then {
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if (random(1) >= 0.5) then {
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_newPos set [0, (_newPos select 0) + (_minimalDistance + random(_maximalDistance))];
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} else {
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_newPos set [0, (_newPos select 0) - (_minimalDistance + random(_maximalDistance))];
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};
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} else {
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if (random(1) >= 0.5) then {
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_newPos set [1, (_newPos select 1) + (_minimalDistance + random(_maximalDistance))];
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} else {
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_newPos set [1, (_newPos select 1) - (_minimalDistance + random(_maximalDistance))];
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};
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private _newPosASL = if (_followPlayers) then {
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// Select a target unit at random.
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private _targetUnit = selectRandom _allUnits;
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AGLtoASL (_targetUnit getPos [random 360, _minimalDistance + random (_maximalDistance - _minimalDistance)]);
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} else {
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AGLtoASL (_logic getPos [random 360, _minimalDistance + random (_maximalDistance - _minimalDistance)]);
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};
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TRACE_1("",_newPosASL);
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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 [selectRandom _ambianceSounds, objNull, false, _newPos, _volume, 1, 1000];
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if ({(_newPosASL distance _x < (_minimalDistance / 2))}count _allUnits == 0) then {
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private _soundFile = selectRandom _ambianceSounds;
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TRACE_2("playing file",_soundFile,_newPosASL);
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playSound3D [_soundFile, objNull, false, _newPosASL, _volume, 1, 1000];
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_args set [8, CBA_missionTime];
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} else {
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TRACE_1("pos is too close to a player",_newPosASL);
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};
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};
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};
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