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//============================================================================= // DynamicAmbientSound. //============================================================================= class DynamicAmbientSound expands Keypoint; var() bool bInitiallyOn; // Initial state var() sound Sounds[6]; // What to play (must be at least one sound) var() float playProbability; // The chance of the sound effect playing var() float minReCheckTime; // Try to restart the sound after (min amount) var() float maxReCheckTime; // Try to restart the sound after (max amount) var() bool bDontRepeat; // Never play two of the same sound in a row var bool soundPlaying; // Is it currently playing it? var float rePlayTime; var int numSounds; // The number of sounds available var int lastSound; // Which sound was played most recently? function BeginPlay () { local int i; // Calculate how many sounds the user specified numSounds=6; for (i=0; i<6; i++) { if (Sounds[i] == None) { numSounds=i; break; } } lastSound=-1; if (bInitiallyOn) { // Which sound should be played? i = Rand(numSounds); PlaySound (Sounds[i], , Float(SoundVolume)/128, , Float(SoundRadius)*25); lastSound = i; } rePlayTime = (maxReCheckTime-minReCheckTime)*FRand() + minReCheckTime; SetTimer(rePlayTime, False); } function Timer () { local int i; if (FRand() <= playProbability) { // Play the sound // Which sound should be played? i = Rand(numSounds); while( i == lastSound && bDontRepeat && numSounds > 1 ) i = Rand(numSounds); PlaySound (Sounds[i], , Float(SoundVolume)/128, , Float(SoundRadius)*25); lastSound = i; } rePlayTime = (maxReCheckTime-minReCheckTime)*FRand() + minReCheckTime; SetTimer(rePlayTime, False); } |
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