No more sound attentuation for PlayNotification - fixes #2466
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@@ -248,7 +248,7 @@ namespace OpenRA
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}
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// Returns true if played successfully
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public static bool PlayPredefined(Player p, Actor voicedUnit, string type, string definition, string variant)
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public static bool PlayPredefined(Player p, Actor voicedUnit, string type, string definition, string variant, bool attentuateVolume)
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{
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if (definition == null) return false;
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@@ -282,10 +282,13 @@ namespace OpenRA
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prefix = rules.Prefixes[variant][ID % rules.Prefixes[variant].Length];
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}
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if (p == null)
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Play(prefix + clip + suffix);
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else
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PlayToPlayer(p, prefix + clip + suffix);
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var name = prefix + clip + suffix;
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if (!String.IsNullOrEmpty(name) && (p == null || p == p.World.LocalPlayer))
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soundEngine.Play2D(sounds[name],
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false, true, float2.Zero,
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InternalSoundVolume, attentuateVolume);
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return true;
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}
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@@ -298,9 +301,9 @@ namespace OpenRA
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if (mi == null) return false;
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if (mi.Voice == null) return false;
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var type = mi.Voice.ToLowerInvariant();
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var type = mi.Voice.ToLowerInvariant();
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return PlayPredefined(null, voicedUnit, type, phrase, variant);
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return PlayPredefined(null, voicedUnit, type, phrase, variant, true);
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}
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public static bool PlayNotification(Player player, string type, string notification, string variant)
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@@ -308,7 +311,7 @@ namespace OpenRA
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if (type == null) return false;
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if (notification == null) return false;
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return PlayPredefined(player, null, type.ToLowerInvariant(), notification, variant);
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return PlayPredefined(player, null, type.ToLowerInvariant(), notification, variant, false);
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}
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}
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