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2a6fd19762
* 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>
67 lines
2.8 KiB
C++
67 lines
2.8 KiB
C++
#define VOLUME 2
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#define PITCH 1
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#define SHOTSOUND(type,dist,N,maxDistance)\
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class GVAR(TRIPLES(type,dist,N)) {\
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sound[] = {QPATHTOF(sounds\type\DOUBLES(dist,N).wss), VOLUME, PITCH, maxDistance};\
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titles[] = {};\
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}
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#define SHOTSOUNDCLASS(type,dist,maxDistance)\
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SHOTSOUND(type,dist,1,maxDistance);\
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SHOTSOUND(type,dist,2,maxDistance);\
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SHOTSOUND(type,dist,3,maxDistance)
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#define SHOTSOUNDCLASSTYPE(type,maxDistance)\
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SHOTSOUNDCLASS(type,close,maxDistance);\
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SHOTSOUNDCLASS(type,mid,maxDistance);\
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SHOTSOUNDCLASS(type,far,maxDistance)
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// Allows other mods to change sounds for cook-off
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class CfgSounds {
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// These macros set up the sounds for the various classes
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SHOTSOUNDCLASSTYPE(shotbullet,1250);
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SHOTSOUNDCLASSTYPE(shotrocket,1600);
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SHOTSOUNDCLASSTYPE(shotshell,1300);
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// Missiles use the same sounds as rockets
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class GVAR(shotmissile_close_1): GVAR(shotrocket_close_1) {};
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class GVAR(shotmissile_close_2): GVAR(shotrocket_close_2) {};
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class GVAR(shotmissile_close_3): GVAR(shotrocket_close_3) {};
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class GVAR(shotmissile_mid_1): GVAR(shotrocket_mid_1) {};
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class GVAR(shotmissile_mid_2): GVAR(shotrocket_mid_2) {};
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class GVAR(shotmissile_mid_3): GVAR(shotrocket_mid_3) {};
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class GVAR(shotmissile_far_1): GVAR(shotrocket_far_1) {};
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class GVAR(shotmissile_far_2): GVAR(shotrocket_far_2) {};
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class GVAR(shotmissile_far_3): GVAR(shotrocket_far_3) {};
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// Submunitions have the same sound as bullets, but a higher maxDistance
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class GVAR(shotsubmunitions_close_1): GVAR(shotbullet_close_1) {
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sound[] = {QPATHTOF(sounds\shotbullet\close_1.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_close_2): GVAR(shotbullet_close_2) {
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sound[] = {QPATHTOF(sounds\shotbullet\close_2.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_close_3): GVAR(shotbullet_close_3) {
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sound[] = {QPATHTOF(sounds\shotbullet\close_3.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_mid_1): GVAR(shotbullet_far_1) {
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sound[] = {QPATHTOF(sounds\shotbullet\mid_1.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_mid_2): GVAR(shotbullet_mid_2) {
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sound[] = {QPATHTOF(sounds\shotbullet\mid_2.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_mid_3): GVAR(shotbullet_mid_3) {
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sound[] = {QPATHTOF(sounds\shotbullet\mid_3.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_far_1): GVAR(shotbullet_far_1) {
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sound[] = {QPATHTOF(sounds\shotbullet\far_1.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_far_2): GVAR(shotbullet_far_2) {
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sound[] = {QPATHTOF(sounds\shotbullet\far_2.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_far_3): GVAR(shotbullet_far_3) {
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sound[] = {QPATHTOF(sounds\shotbullet\far_3.wss), VOLUME, PITCH, 1600};
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};
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};
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