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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
//TODO Consider replacing this with normal min and max distance (but keep custom rolloff mode) so we can save some pointing issues. Might need to store min audible distance in audioman if fmod is strict about min and max distance sizes wrt each other.
Copy file name to clipboardExpand all lines: Entities/SoundContainer.h
+12-11Lines changed: 12 additions & 11 deletions
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@@ -69,22 +69,22 @@ namespace RTE {
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/// <param name="attenuationStartDistance">The distance at which this SoundContainer's sounds should start attenuating away.</param>
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/// <param name="immobile">Whether this SoundContainer's sounds will be treated as immobile, i.e. they won't be affected by 3D sound manipulation.</param>
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/// <returns>An error return value signaling success or any particular failure. Anything below 0 is an error signal.</returns>
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intCreate(std::stringconst soundFilePath, int loops = 0, bool affectedByGlobalPitch = true, float attenuationStartDistance = -1, bool immobile = false) { int result = Create(loops, affectedByGlobalPitch, attenuationStartDistance, immobile); AddSound(soundFilePath); return result; }
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intCreate(conststd::string soundFilePath, int loops = 0, bool affectedByGlobalPitch = true, float attenuationStartDistance = -1, bool immobile = false) { int result = Create(loops, affectedByGlobalPitch, attenuationStartDistance, immobile); AddSound(soundFilePath); return result; }
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/// <summary>
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/// Adds a new sound to this SoundContainer, spitting out a lua error if it fails.
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/// The Sound will have default configuration and be added to a new SoundSet.
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/// </summary>
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/// <param name="soundFilePath">A path to the new sound to add. This will be handled through PresetMan.</param>
/// Adds a new sound to this SoundContainer, either spitting out a lua error or aborting if it fails.
@@ -106,7 +106,7 @@ namespace RTE {
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/// <param name="minimumAudibleDistance">The minimum distance at which this sound will be audible. 0 means there is none, which is normally the case.</param>
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/// <param name="attenuationStartDistance">The attenuation start distance for this sound, -1 sets it to default.</param>
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/// <param name="abortGameForInvalidSound">Whether to abort the game if the sound couldn't be added, or just show a console error.</param>
/// Gets the looping setting of this SoundContainer.
@@ -392,18 +392,19 @@ namespace RTE {
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bool m_AllSoundPropertiesUpToDate = false; //!< Whether this SoundContainer's sounds' modes and properties are up to date. Used primarily to handle discrepancies that can occur when loading from ini if the line ordering isn't ideal.
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private:
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/// <summary>
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/// Clears all the member variables of this SoundContainer, effectively resetting the members of this abstraction level only.
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/// </summary>
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voidClear();
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/// <summary>
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/// TODO This is currently not used in favour of a simpler 2-point method but is kept in case it should be changed back. Examine this and remove or use it in future.
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/// TODO This is currently not used in favor of a simpler 2-point method but is kept in case it should be changed back. Examine this and remove or use it in future.
g_ConsoleMan.PrintString("ERROR: Could not set sound position for the sound being played on channel " + std::to_string(channelIndex) + " for SoundContainer " + soundContainer->GetPresetName() + ": " + std::string(FMOD_ErrorString(result)));
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