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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
Reorganized NetworkSoundEnum and Data positioning in AudioMan header, added a couple missing states. Reorganized NetworkSoundData so it's consistent and changed some of its types around slightly.
Reorganized RegisterMusicEvent and RegisterSoundEvent so they're consistent and changed all callers accordingly
Updated RegisterSoundEvent so it copies channels and sound hashes properly, and generally works correctly.
Updated NetworkServer to match with these changes.
m_GlobalPitch = Limit(pitch, 8, 0.125); //Limit pitch change to 8 octaves up or down
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@@ -226,6 +226,7 @@ namespace RTE {
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returnfalse;
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}
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+
if (m_IsInMultiplayerMode) { RegisterSoundEvent(-1, SOUND_SET_ATTENUATION, pSoundContainer->GetPlayingChannels(), &pSoundContainer->GetSelectedSoundHashes(), attenuation); }
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attenuation = Limit(attenuation, 0.95, 0); //Limit attenuation so it can't be closer than 0 (full volume) or farther than 0.95 (quiet but not quite silent)
if (m_IsInMultiplayerMode) { RegisterMusicEvent(-1, MUSIC_SILENCE, NULL, seconds); }
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result = m_MusicChannelGroup->stop();
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}
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if (result != FMOD_OK) {
@@ -462,7 +461,7 @@ namespace RTE {
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// Now that the sound is playing we can register an event with the SoundContainer's channels, which can be used by clients to identify the sound being played.
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