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//============================================================================= // SoundTable.uc // $Author: Mfox $ // $Date: 12/14/02 8:36p $ // $Revision: 19 $ //============================================================================= class SoundTable extends Object native; //----------------------------------------------------------------------------- struct SoundInfoT { var() string SoundString; // name for actual sound to play var() SoundSlotInterf.ESoundTableSlot SoundTableSlot; // sound category (can have multiple sounds per slot) var bool bPlayed; // this sound has been already played (for LRU) }; var(Sounds) array<SoundInfoT> SoundList; // list of all sounds for this class var Actor.ESoundSlot DefaultSoundSlot; // sound slot used by SoundTable (mainly for vocals) //----------------------------------------------------------------------------- native function bool Initialize( string VoicePackage ); native function bool StringToSlot( string SlotString, SoundSlotInterf.ESoundTableSlot SlotEnum ); //----------------------------------------------------------------------------- function SetupAndPlaySound( U2Pawn U2P, Sound SelectedSound, Actor.ESoundSlot SelectedSoundSlot ) { //U2P.DMTNS( "Sound: " $ SelectedSound $ " Slot:" $ EnumStr( enum'ESoundSlot', TSoundSlot ) $ ", Vol:" $ TSoundVolume $ ", NoOver:" $ bTSoundNoOverride $ ", Radius: " $ TSoundRadius $ ", Pitch:" $ TSoundPitch ); U2P.PlaySound( SelectedSound, SelectedSoundSlot ); // make sure pawns 'hear' this noise if close enough if( U2P.Level.NetMode == NM_StandAlone ) U2P.MakeNoise( 1.0 ); } //----------------------------------------------------------------------------- function Sound LoadAndPlaySound( U2Pawn U2P, int SelectedIndex, Actor.ESoundSlot SelectedSoundSlot ) { local Sound SelectedSound; //U2P.DMT( "LoadAndPlaySound: " $ U2P.VoicePackage $ "." $ EnumStr( enum'ESoundTableSlot', SoundList[ SelectedIndex ].SoundTableSlot ) $ "." $ SoundList[ SelectedIndex ].SoundString ); SelectedSound = Sound( DynamicLoadObject( U2P.VoicePackage $ "." $ SoundList[ SelectedIndex ].SoundTableSlot $ "." $ SoundList[ SelectedIndex ].SoundString, class'Sound' ) ); if( SelectedSound != None ) { SetupAndPlaySound( U2P, SelectedSound, SelectedSoundSlot ); } else if( !U2P.bDisableErrorMessages ) { // DynamicLoadObject should never fail Warn( "error loading sound: " $ U2P.VoicePackage $ "." $ EnumStr( enum'ESoundTableSlot', SoundList[ SelectedIndex ].SoundTableSlot ) $ "." $ SoundList[ SelectedIndex ].SoundString $ " (" $ U2P.Tag $ ")" ); class'UIConsole'.static.BroadcastStatusMessage( U2P, U2P $ " missing " @ SoundList[ SelectedIndex ].SoundString, 1.0 ); } return SelectedSound; } //----------------------------------------------------------------------------- function Sound PlayRandomSlotSound( U2Pawn U2P, SoundSlotInterf.ESoundTableSlot SoundTableSlot, Actor.ESoundSlot SelectedSoundSlot ) { local int SoundSlotIndex; local int NumMatchingSounds; local float RandVal; local array<int> MatchingEntries; local SoundSlotInterf.ESoundTableSlot ThisSoundSlot; local int SelectedIndex; local Sound Result; NumMatchingSounds = 0; for( SoundSlotIndex=0; SoundSlotIndex<SoundList.Length; SoundSlotIndex++ ) { ThisSoundSlot = SoundList[SoundSlotIndex].SoundTableSlot; if( ThisSoundSlot == SoundTableSlot && !SoundList[SoundSlotIndex].bPlayed ) { // slot name isn't empty and it matches given slot name and // sound is allowed for the current type of game if( SoundList[SoundSlotIndex].SoundString == "" ) { Warn( "Sound #" $ SoundSlotIndex $ " isn't set for slot " $ SoundTableSlot $ " (" $ U2P.Tag $ ")" ); } else { MatchingEntries[NumMatchingSounds] = SoundSlotIndex; NumMatchingSounds++; } } } if( NumMatchingSounds >= 1 ) { if( NumMatchingSounds == 1 ) { // Special case: if only 1 sound, it's odds determine whether it // is played at all. This makes a SoundSlotTimerList unnecessary. SelectedIndex = MatchingEntries[0]; // the last sound is being played, reset the flags for( SoundSlotIndex=0; SoundSlotIndex<SoundList.Length; SoundSlotIndex++ ) if( SoundList[SoundSlotIndex].SoundTableSlot == SoundTableSlot ) SoundList[SoundSlotIndex].bPlayed = false; } else { RandVal = Rand( NumMatchingSounds ); SelectedIndex = MatchingEntries[RandVal]; SoundList[SelectedIndex].bPlayed = true; } Result = LoadAndPlaySound( U2P, SelectedIndex, SelectedSoundSlot ); } // SoundTables do not have to have every slot defined // this just means that no sound will be played for the slot. return Result; } //----------------------------------------------------------------------------- function Sound PlaySlotSound( U2Pawn U2P, SoundSlotInterf.ESoundTableSlot SoundTableSlot, optional bool bSpecialSoundSlot, optional Actor.ESoundSlot SpecialSoundSlot ) { local int TimeIsUpSlotIndex; local Sound Result; local Actor.ESoundSlot SelectedSoundSlot; if( SoundTableSlot != STS_None ) { if( bSpecialSoundSlot ) SelectedSoundSlot = SpecialSoundSlot; else SelectedSoundSlot = DefaultSoundSlot; if( U2P.bUseSoundSlotTimers && U2P.SoundSlotTimers != None ) { if( U2P.SoundSlotTimers.TimeToDoSound( U2P, SoundTableSlot, TimeIsUpSlotIndex ) ) { Result = PlayRandomSlotSound( U2P, SoundTableSlot, SelectedSoundSlot ); if( TimeIsUpSlotIndex != U2P.SoundSlotTimers.NullSlotIndex ) { U2P.SoundSlotTimers.RandomizeSoundSlotTimer( U2P, TimeIsUpSlotIndex ); } } } else { Result = PlayRandomSlotSound( U2P, SoundTableSlot, SelectedSoundSlot ); } } else { Warn( "slot is NULL " $ " (" $ U2P.Tag $ ")" ); } return Result; } //----------------------------------------------------------------------------- function StopSlotSound( U2Pawn U2P, SoundSlotInterf.ESoundTableSlot SoundTableSlot ) { U2P.StopSoundSlot( DefaultSoundSlot ); } //----------------------------------------------------------------------------- function Dump( Actor Helper ) { local int i; Helper.DM("SoundList Entries:" @ SoundList.Length ); for( i=0; i < SoundList.Length; i++ ) Helper.DM( "SoundList(" $ i $ ")=(SoundTableSlot='" $ EnumStr(enum'ESoundTableSlot', SoundList[i].SoundTableSlot) $ "',SoundString=\"" $ SoundList[i].SoundString $ "\")" ); } //----------------------------------------------------------------------------- function int GetNumSounds( SoundSlotInterf.ESoundTableSlot InSlot ) { local int i, Count; for( i=0; i < SoundList.Length; i++ ) if( SoundList[i].SoundTableSlot == InSlot ) Count++; return Count; } //----------------------------------------------------------------------------- static function SoundTable GetInstance( Actor ContextActor, string InVoicePackage ) { local SoundTable Result; local U2Pawn P; local Controller C; if( ContextActor != None && InVoicePackage != "" ) { // reference an existing sound table for this voice package for( C=ContextActor.Level.ControllerList; C!=None; C=C.NextController ) { P = U2Pawn(C.Pawn); if( P != None && P.VoicePackage == InVoicePackage && P.SoundTable != None ) { Result = P.SoundTable; break; } } // create the sound table from scratch if( Result == None ) { Result = new(ContextActor.XLevel) default.Class; Result.Initialize( InVoicePackage ); } } return Result; } //----------------------------------------------------------------------------- defaultproperties { DefaultSoundSlot=SLOT_Talk } |
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