spring: develop 50cfb7ea | [ Diff ] [ Back to Repository ] | |||
Author | Committer | Branch | Timestamp | Parent |
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KDR_11k | KDR_11k | develop | 2007-12-09 23:04:44 | develop 4ad337ad |
Changeset | * committed Lurker's playsound patch, closing Mantis 0000690 Original patch description: 1) Adds a new get call, PLAY_SOUND, to play a sound that can be heard only by allies, enemy, in los, etc. 2) changes get health to allow a unit ID to be passed 3) adds a call to create() at the end of ReloadCOB GET PLAY_SOUND(sound number, volume, who hears the sound, where to play the sound) To set up sounds to use with GET PLAY_SOUND, put a function like this near the top of your bos: Sounds() { play-sound ("movement", 10); play-sound ("pew", 10); play-sound ("reporting", 10); } The sound number is based on the order the sounds appear, staring from 0. To call the songs by name, add #defines like this: Sounds() { play-sound ("movement", 10); #define movement 0 play-sound ("pew", 10); #define pew 1 play-sound ("reporting", 10); #define reporting 2 } To actually call the sound, you use a line such as this: GET PLAY_SOUND (pew, 655360); 1) sound number - as above 2) volume - similar to the volume for play-sound, more affecting the distance where it is audible than actual volume - given as a float multiplied by 65536 3) who hears the sound 0 = anyone with the unit in ALOS 1 = anyone with the unit in LOS 2 = anyone with the unit in ALOS or radar 3 = anyone with the unit in LOS or radar 4 = everyone 5 = the unit's allies 6 = the unit's team 7 = the unit's enemies 4) where to play the sound - if 0, the sound is played from the unit's position - if 1, the sound is played directly from the speakers, the same way unit replies are git-svn-id: https://spring.clan-sy.com/svn/spring/trunk@4974 37977431-3df6-0310-b722-df95706aa16b |
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mod - rts/Game/Game.cpp | [ Diff ] [ File ] | |||
mod - rts/Sim/Units/COB/CobInstance.cpp | [ Diff ] [ File ] |