Only play certain sounds when soldier is visible or if there is player team member near:

- cow sounds
- crow sounds
- animation based sounds
- lock n' load sound for gun
- enter deep water sound

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-02-10 08:24:07 +00:00
parent 1015614473
commit b8b48e7d2e
+13 -7
View File
@@ -1916,14 +1916,16 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( Random( 100 ) < 10 )
{
// Play sound
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
else
{
// Play sound
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
@@ -1937,21 +1939,24 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( Random( 100 ) < 10 )
{
// Play sound
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
else
{
// Play sound
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
else
{
// Play sound
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
else
@@ -2758,7 +2763,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( usSoundID != 0 )
{
PlayJA2Sample( usSoundID, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
PlayJA2Sample( usSoundID, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
@@ -3347,7 +3353,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
break;
case 778:
if ( !pSoldier->bStealthMode )
if (!pSoldier->bStealthMode && (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE)))
{
PlaySoldierJA2Sample( pSoldier->ubID, ENTER_DEEP_WATER_1, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
}