raze/wadsrc/static/zscript/games/duke/actors/soundcontroller.zs

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class DukeSoundController : DukeActor
{
override void Initialize()
{
if (ud.multimode < 2 && self.pal == 1)
{
self.scale = (0, 0);
self.ChangeStat(STAT_MISC);
return;
}
self.cstat = CSTAT_SPRITE_INVISIBLE;
self.ChangeStat(STAT_FX);
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}
override void Tick()
{
double maxdist = self.hitag * maptoworld;
if (self.temp_data[1] != Raze.SoundEnabled())
{
self.temp_data[1] = Raze.SoundEnabled();
self.temp_data[0] = 0;
}
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let p = Duke.GetViewPlayer();
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if (self.lotag >= 1000 && self.lotag < 2000)
{
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double dist = (p.actor.pos.XY - self.pos.XY).LengthSquared();
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if (dist < maxdist * maxdist && self.temp_data[0] == 0)
{
Raze.SetReverb(self.lotag - 1100);
self.temp_data[0] = 1;
}
if (dist >= maxdist * maxdist && self.temp_data[0] == 1)
{
Raze.SetReverb(0);
Raze.SetReverbDelay(0);
self.temp_data[0] = 0;
}
}
else
{
let sec = self.sector;
if (self.lotag < 999 && sec.lotag >= 0 && sec.lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sec.floorz != sec.ceilingz)
{
int flags = Duke.GetSoundFlags(Raze.FindSoundByResID(self.lotag));
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if (flags & Duke.SF_MSFX)
{
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double distance = (p.actor.pos - self.pos).Length();
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if (distance < maxdist && self.temp_data[0] == 0)
{
// Start playing an ambience sound.
self.PlayActorSound(Raze.FindSoundByResID(self.lotag), CHAN_AUTO, CHANF_LOOP);
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self.temp_data[0] = 1; // AMBIENT_SFX_PLAYING
}
else if (distance >= maxdist && self.temp_data[0] == 1)
{
// Stop playing ambience sound because we're out of its range.
self.StopSound(self.lotag);
}
}
if ((flags & (Duke.SF_GLOBAL | Duke.SF_DTAG)) == Duke.SF_GLOBAL)
{
if (self.temp_data[4] > 0) self.temp_data[4]--;
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else if (sec == p.actor.sector)
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{
Duke.PlaySound(Raze.FindSoundByResID(self.lotag + uint(Duke.global_random()) % uint(self.hitag + 1)));
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self.temp_data[4] = 26 * 40 + (Duke.global_random() % (26 * 40));
}
}
}
}
}
override void OnDestroy()
{
if (self.temp_data[0] == 1)
self.StopSound(-1);
Super.OnDestroy();
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}
}