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96777273c4
- exported virtual Actor.MarkPrecacheSounds function.
262 lines
6.2 KiB
Text
262 lines
6.2 KiB
Text
/*
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** a_soundsequence.cpp
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** Actors for independantly playing sound sequences in a map.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** A SoundSequence actor has two modes of operation:
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**
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** 1. If the sound sequence assigned to it has a slot, then a separate
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** SoundSequenceSlot actor is spawned (if not already present), and
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** this actor's sound sequence is added to its list of choices. This
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** actor is then destroyed, never to be heard from again. The sound
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** sequence for the slot is automatically played on the new
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** SoundSequenceSlot actor, and it should at some point execute the
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** randomsequence command so that it can pick one of the other
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** sequences to play. The slot sequence should also end with restart
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** so that more than one sequence will have a chance to play.
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**
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** In this mode, it is very much like world $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** 2. If the sound sequence assigned to it has no slot, then it will play
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** the sequence when activated and cease playing the sequence when
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** deactivated.
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**
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** In this mode, it is very much like point $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** To assign a sound sequence, set the SoundSequence's first argument to
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** the ID of the corresponding environment sequence you want to use. If
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** that sequence is a multiple-choice sequence, then the second argument
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** selects which choice it picks.
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*/
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class AmbientSound : Actor native
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{
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default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+DONTSPLASH
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}
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}
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class AmbientSoundNoGravity : AmbientSound
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{
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default
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{
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+NOGRAVITY
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}
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}
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class SoundSequenceSlot : Actor
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{
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default
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{
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+NOSECTOR
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+NOBLOCKMAP
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+DONTSPLASH
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}
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SeqNode sequence;
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}
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class SoundSequence : Actor
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{
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default
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{
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+NOSECTOR
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+NOBLOCKMAP
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+DONTSPLASH
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}
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//==========================================================================
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//
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// ASoundSequence :: Destroy
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//
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//==========================================================================
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override void OnDestroy ()
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{
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StopSoundSequence ();
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Super.OnDestroy();
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}
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//==========================================================================
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//
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// ASoundSequence :: PostBeginPlay
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//
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//==========================================================================
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override void PostBeginPlay ()
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{
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Name slot = SeqNode.GetSequenceSlot (args[0], SeqNode.ENVIRONMENT);
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if (slot != 'none')
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{ // This is a slotted sound, so add it to the master for that slot
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SoundSequenceSlot master;
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let locator = ThinkerIterator.Create("SoundSequenceSlot");
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while ((master = SoundSequenceSlot(locator.Next ())))
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{
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if (master.Sequence.GetSequenceName() == slot)
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{
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break;
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}
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}
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if (master == NULL)
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{
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master = SoundSequenceSlot(Spawn("SoundSequenceSlot"));
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master.Sequence = master.StartSoundSequence (slot, 0);
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}
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master.Sequence.AddChoice (args[0], SeqNode.ENVIRONMENT);
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Destroy ();
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}
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}
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//==========================================================================
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//
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// ASoundSequence :: MarkPrecacheSounds
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//
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//==========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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SeqNode.MarkPrecacheSounds(args[0], SeqNode.ENVIRONMENT);
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}
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//==========================================================================
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//
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// ASoundSequence :: Activate
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//
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//==========================================================================
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override void Activate (Actor activator)
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{
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StartSoundSequenceID (args[0], SeqNode.ENVIRONMENT, args[1]);
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}
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//==========================================================================
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//
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// ASoundSequence :: Deactivate
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//
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//==========================================================================
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override void Deactivate (Actor activator)
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{
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StopSoundSequence ();
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}
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}
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// Heretic Sound sequences -----------------------------------------------------------
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class HereticSoundSequence1 : SoundSequence
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{
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default
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{
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Args 0;
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}
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}
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class HereticSoundSequence2 : SoundSequence
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{
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default
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{
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Args 1;
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}
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}
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class HereticSoundSequence3 : SoundSequence
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{
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default
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{
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Args 2;
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}
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}
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class HereticSoundSequence4 : SoundSequence
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{
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default
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{
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Args 3;
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}
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}
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class HereticSoundSequence5 : SoundSequence
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{
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default
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{
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Args 4;
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}
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}
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class HereticSoundSequence6 : SoundSequence
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{
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default
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{
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Args 5;
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}
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}
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class HereticSoundSequence7 : SoundSequence
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{
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default
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{
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Args 6;
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}
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}
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class HereticSoundSequence8 : SoundSequence
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{
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default
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{
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Args 7;
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}
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}
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class HereticSoundSequence9 : SoundSequence
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{
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default
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{
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Args 8;
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}
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}
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class HereticSoundSequence10 : SoundSequence
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{
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default
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{
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Args 9;
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}
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}
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