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//============================================================================= // TriggeredAmbientSound. //============================================================================= class TriggeredAmbientSound expands Keypoint; // Re-plays a sound effect if triggered. If in state TriggerToggled, // the sound is turned off if triggered, and turned on, etc.. // when triggered again. In the OnWhileTriggered state, the instigator // must stay within the trigger's radius for the sound effect to continue // playing. bInitiallyOn determines if the sound is playing from the // start, and does not apply in the OnWhileTriggered state. A variance // can also be set for the timing, so that the replay time can seem // more 'real'. var() bool bInitiallyOn; var() sound AmbSound; var() float rePlayTime; var() float rePlayVariance; var() bool bPlayOnceOnly; var bool bIsOn; var bool bPlayedOnce; function BeginPlay () { local float timeDelta; if (bInitiallyOn) { PlaySound (AmbSound, , Float(SoundVolume)/128, , Float(SoundRadius)*25); bIsOn = true; } timeDelta = (rePlayVariance*2)*FRand() - rePlayVariance + rePlayTime; SetTimer(timeDelta, False); } function Timer () { local float timeDelta; if ( (bIsOn && !bPlayOnceOnly) || (bIsOn && bPlayOnceOnly && !bPlayedOnce) ) { // Replay the sound // Which sound should be played? PlaySound (AmbSound, , Float(SoundVolume)/128, , Float(SoundRadius)*25); bPlayedOnce = true; } timeDelta = (rePlayVariance*2)*FRand() - rePlayVariance + rePlayTime; SetTimer(timeDelta, False); } state() TriggerToggled { function Trigger( actor Other, pawn EventInstigator ) { bIsOn = !bIsOn; bPlayedOnce = false; } } state() OnWhileTriggered { function Trigger( actor Other, pawn EventInstigator ) { bIsOn = true; bPlayedOnce = false; } function UnTrigger( actor Other, pawn EventInstigator ) { bIsOn = false; } Begin: bIsOn = false; } |
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