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