No more sound attentuation for PlayNotification - fixes #2466

This commit is contained in:
Curtis Shmyr
2012-11-10 19:52:21 -07:00
parent c14de26c07
commit 5e9cdad044

View File

@@ -248,7 +248,7 @@ namespace OpenRA
}
// Returns true if played successfully
public static bool PlayPredefined(Player p, Actor voicedUnit, string type, string definition, string variant)
public static bool PlayPredefined(Player p, Actor voicedUnit, string type, string definition, string variant, bool attentuateVolume)
{
if (definition == null) return false;
@@ -282,10 +282,13 @@ namespace OpenRA
prefix = rules.Prefixes[variant][ID % rules.Prefixes[variant].Length];
}
if (p == null)
Play(prefix + clip + suffix);
else
PlayToPlayer(p, prefix + clip + suffix);
var name = prefix + clip + suffix;
if (!String.IsNullOrEmpty(name) && (p == null || p == p.World.LocalPlayer))
soundEngine.Play2D(sounds[name],
false, true, float2.Zero,
InternalSoundVolume, attentuateVolume);
return true;
}
@@ -298,9 +301,9 @@ namespace OpenRA
if (mi == null) return false;
if (mi.Voice == null) return false;
var type = mi.Voice.ToLowerInvariant();
var type = mi.Voice.ToLowerInvariant();
return PlayPredefined(null, voicedUnit, type, phrase, variant);
return PlayPredefined(null, voicedUnit, type, phrase, variant, true);
}
public static bool PlayNotification(Player player, string type, string notification, string variant)
@@ -308,7 +311,7 @@ namespace OpenRA
if (type == null) return false;
if (notification == null) return false;
return PlayPredefined(player, null, type.ToLowerInvariant(), notification, variant);
return PlayPredefined(player, null, type.ToLowerInvariant(), notification, variant, false);
}
}