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112 lines
4.8 KiB
Plaintext
112 lines
4.8 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 ["_ambianceSounds", "_minimalDistance","_maximalDistance", "_minimalDistance", "_maxDelayBetweenSounds", "_missionRoot", "_unparsedSounds", "_splittedList", "_soundPath"];
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params ["_logic", "_units", "_activated"];
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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 splitString ",";
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_missionRoot = str missionConfigFile select [0, count str missionConfigFile - 15];
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{
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_x = [_x] call CBA_fnc_removeWhitespace;
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if (isClass (missionConfigFile >> "CfgSounds" >> _x)) then {
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// CfgSounds accepts a leading backslash, but a double backslash
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// is not accepted in the path, so we have to filter that.
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_soundPath = getArray (missionConfigFile >> "CfgSounds" >> _x >> "sound") select 0;
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if (_soundPath select [0,1] == "\") then {
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_ambianceSounds pushBack (_missionRoot + (_soundPath select [1]));
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} else {
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_ambianceSounds pushBack (_missionRoot + _soundPath);
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};
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} else {
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if (isClass (configFile >> "CfgSounds" >> _x)) then {
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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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ERROR_1("Ambient Sounds: Sound ""%1"" not found.",_x);
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};
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};
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false
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} count _splittedList;
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if (count _ambianceSounds == 0) exitWith {};
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{
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if ((_x find ".") == -1) then {
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_ambianceSounds set [_forEachIndex, _x + ".wss"];
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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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params ["_args", "_pfhHandle"];
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_args params ["_logic", "_ambianceSounds", "_minimalDistance", "_maximalDistance", "_minDelayBetweensounds", "_maxDelayBetweenSounds", "_volume", "_followPlayers", "_lastTimePlayed"];
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if (!alive _logic) exitWith {
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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};
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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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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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// find the position from which we are going to play this sound from.
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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 ({(_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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}, 0.1, [_logic, _ambianceSounds, _minimalDistance, _maximalDistance, _minDelayBetweensounds, _maxDelayBetweenSounds, _volume, _followPlayers, CBA_missionTime] ] call CBA_fnc_addPerFrameHandler;
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};
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true;
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