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124 lines
4.6 KiB
Plaintext
124 lines
4.6 KiB
Plaintext
/*
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* Author: Glowbal
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* Plays synchronized ambiance sounds while the module is alive.
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*
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* Arguments:
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* 0: Logic <LOGIC>
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* 1: Units <ARRAY>
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* 2: Activated <BOOL>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* N/A
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_logic", "_units", "_activated","_ambianceSounds", "_soundFiles", "_minimalDistance","_maximalDistance", "_minimalDistance", "_maxDelayBetweenSounds", "_allUnits", "_newPos", "_targetUnit", "_soundToPlay", "_soundPath", "_unparsedSounds", "_list", "_splittedList", "_nilCheckPassedList"];
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_logic = [_this,0,objNull,[objNull]] call BIS_fnc_param;
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_units = [_this,1,[],[[]]] call BIS_fnc_param;
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_activated = [_this,2,true,[true]] call BIS_fnc_param;
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// We only play this on the locality of the logic, since the sounds are broadcasted across the network
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if (_activated && local _logic) then {
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_ambianceSounds = [];
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_unparsedSounds = _logic getvariable ["soundFiles", ""];
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_minimalDistance = (_logic getvariable ["minimalDistance", 400]) max 1;
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_maximalDistance = (_logic getvariable ["maximalDistance", 10]) max _minimalDistance;
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_minDelayBetweensounds = (_logic getvariable ["minimalDelay", 10]) max 1;
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_maxDelayBetweenSounds = (_logic getvariable ["maximalDelay", 170]) max _minDelayBetweensounds;
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_volume = (_logic getvariable ["soundVolume", 30]) max 1;
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_followPlayers = _logic getvariable ["followPlayers", false];
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_splittedList = [_unparsedSounds, ","] call BIS_fnc_splitString;
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_nilCheckPassedList = "";
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{
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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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_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
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{
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if (isclass (missionConfigFile >> "CfgSounds" >> _x)) then {
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_ambianceSounds pushback (_soundPath + (getArray(missionConfigFile >> "CfgSounds" >> _x >> "sound") select 0));
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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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};
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};
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}foreach _splittedList;
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if (count _ambianceSounds == 0) exitwith {};
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{
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if !([".", _x, true] call BIS_fnc_inString) then {
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_ambianceSounds set [_foreachIndex, _x + ".wss"];
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};
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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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_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 (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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_volume = _args select 6;
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_followPlayers = _args select 7;
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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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// 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 select (round(random((count _allUnits)-1)));
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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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};
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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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};
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true;
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