add a looping sound trait
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@@ -101,7 +101,7 @@ namespace OpenRA
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soundEngine.SetListenerPosition(position);
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soundEngine.SetListenerPosition(position);
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}
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}
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static ISound Play(Player player, string name, bool headRelative, WPos pos, float volumeModifier)
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static ISound Play(Player player, string name, bool headRelative, WPos pos, float volumeModifier = 1f, bool loop = false)
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{
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{
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if (string.IsNullOrEmpty(name))
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if (string.IsNullOrEmpty(name))
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return null;
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return null;
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@@ -109,16 +109,18 @@ namespace OpenRA
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return null;
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return null;
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return soundEngine.Play2D(sounds[name],
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return soundEngine.Play2D(sounds[name],
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false, headRelative, pos,
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loop, headRelative, pos,
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InternalSoundVolume * volumeModifier, true);
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InternalSoundVolume * volumeModifier, true);
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}
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}
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public static ISound Play(string name) { return Play(null, name, true, WPos.Zero, 1); }
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public static ISound Play(string name) { return Play(null, name, true, WPos.Zero, 1f); }
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public static ISound Play(string name, WPos pos) { return Play(null, name, false, pos, 1); }
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public static ISound Play(string name, WPos pos) { return Play(null, name, false, pos, 1f); }
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public static ISound Play(string name, float volumeModifier) { return Play(null, name, true, WPos.Zero, volumeModifier); }
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public static ISound Play(string name, float volumeModifier) { return Play(null, name, true, WPos.Zero, volumeModifier); }
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public static ISound Play(string name, WPos pos, float volumeModifier) { return Play(null, name, false, pos, volumeModifier); }
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public static ISound Play(string name, WPos pos, float volumeModifier) { return Play(null, name, false, pos, volumeModifier); }
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public static ISound PlayToPlayer(Player player, string name) { return Play(player, name, true, WPos.Zero, 1); }
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public static ISound PlayToPlayer(Player player, string name) { return Play(player, name, true, WPos.Zero, 1f); }
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public static ISound PlayToPlayer(Player player, string name, WPos pos) { return Play(player, name, false, pos, 1); }
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public static ISound PlayToPlayer(Player player, string name, WPos pos) { return Play(player, name, false, pos, 1f); }
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public static ISound PlayLooped(string name) { return PlayLooped(name, WPos.Zero); }
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public static ISound PlayLooped(string name, WPos pos) { return Play(null, name, true, pos, 1f, true); }
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public static void PlayVideo(byte[] raw, int channels, int sampleBits, int sampleRate)
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public static void PlayVideo(byte[] raw, int channels, int sampleBits, int sampleRate)
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{
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{
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@@ -415,6 +415,7 @@
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<Compile Include="Traits\ShakeOnDeath.cs" />
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<Compile Include="Traits\ShakeOnDeath.cs" />
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<Compile Include="Traits\SmokeTrailWhenDamaged.cs" />
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<Compile Include="Traits\SmokeTrailWhenDamaged.cs" />
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<Compile Include="Traits\Sound\ActorLostNotification.cs" />
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<Compile Include="Traits\Sound\ActorLostNotification.cs" />
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<Compile Include="Traits\Sound\AmbientSound.cs" />
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<Compile Include="Traits\Sound\AnnounceOnBuild.cs" />
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<Compile Include="Traits\Sound\AnnounceOnBuild.cs" />
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<Compile Include="Traits\Sound\AnnounceOnKill.cs" />
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<Compile Include="Traits\Sound\AnnounceOnKill.cs" />
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<Compile Include="Traits\Sound\AnnounceOnSeen.cs" />
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<Compile Include="Traits\Sound\AnnounceOnSeen.cs" />
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33
OpenRA.Mods.Common/Traits/Sound/AmbientSound.cs
Normal file
33
OpenRA.Mods.Common/Traits/Sound/AmbientSound.cs
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@@ -0,0 +1,33 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Plays a looping audio file at the actor position. Attach this to the `World` actor to cover the whole map.")]
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class AmbientSoundInfo : ITraitInfo
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{
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public readonly string SoundFile = null;
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public object Create(ActorInitializer init) { return new AmbientSound(init.Self, this); }
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}
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class AmbientSound
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{
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public AmbientSound(Actor self, AmbientSoundInfo info)
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{
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if (self == self.World.WorldActor)
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Sound.PlayLooped(info.SoundFile);
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else
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Sound.PlayLooped(info.SoundFile, self.CenterPosition);
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}
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}
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}
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