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TITANIC: Fix sound effects on the Promenade Deck
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parent
f4f15667a5
commit
8864cfc0fa
@ -138,9 +138,10 @@ bool CFanNoises::StatusChangeMsg(CStatusChangeMsg *msg) {
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}
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switch (oldState) {
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case 1:
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case 0:
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case 2:
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_soundHandle = playSound("b#60.wav", _soundPercent, _soundBalance);
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_soundHandle = playSound("b#60.wav", _soundPercent, _soundBalance, true);
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_startFlag = true;
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break;
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default:
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break;
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@ -157,6 +158,7 @@ bool CFanNoises::StatusChangeMsg(CStatusChangeMsg *msg) {
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if (oldState == 1) {
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_soundHandle = playSound("b#58.wav", _soundPercent, _soundBalance, true);
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_startFlag = true;
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}
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break;
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@ -33,13 +33,13 @@ BEGIN_MESSAGE_MAP(CAutoSoundPlayer, CGameObject)
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END_MESSAGE_MAP()
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CAutoSoundPlayer::CAutoSoundPlayer() : CGameObject(),
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_fieldBC(0), _volume(70), _balance(0), _repeated(false), _soundHandle(-1),
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_stopSeconds(0), _startSeconds(-1), _active(false), _fieldE8(0) {
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_unused(0), _volume(70), _balance(0), _repeated(false), _soundHandle(-1),
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_stopSeconds(0), _startSeconds(-1), _active(false), _isVectorSound(false) {
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}
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void CAutoSoundPlayer::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_fieldBC, indent);
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file->writeNumberLine(_unused, indent);
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file->writeQuotedLine(_filename, indent);
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file->writeNumberLine(_volume, indent);
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file->writeNumberLine(_balance, indent);
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@ -48,14 +48,14 @@ void CAutoSoundPlayer::save(SimpleFile *file, int indent) {
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file->writeNumberLine(_stopSeconds, indent);
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file->writeNumberLine(_startSeconds, indent);
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file->writeNumberLine(_active, indent);
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file->writeNumberLine(_fieldE8, indent);
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file->writeNumberLine(_isVectorSound, indent);
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CGameObject::save(file, indent);
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}
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void CAutoSoundPlayer::load(SimpleFile *file) {
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file->readNumber();
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_fieldBC = file->readNumber();
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_unused = file->readNumber();
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_filename = file->readString();
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_volume = file->readNumber();
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_balance = file->readNumber();
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@ -64,7 +64,7 @@ void CAutoSoundPlayer::load(SimpleFile *file) {
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_stopSeconds = file->readNumber();
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_startSeconds = file->readNumber();
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_active = file->readNumber();
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_fieldE8 = file->readNumber();
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_isVectorSound = file->readNumber();
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CGameObject::load(file);
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}
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@ -74,7 +74,7 @@ bool CAutoSoundPlayer::TurnOn(CTurnOn *msg) {
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CProximity prox;
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prox._balance = _balance;
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prox._repeated = _repeated;
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if (_fieldE8)
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if (_isVectorSound)
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prox._positioningMode = POSMODE_VECTOR;
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prox._channelVolume = (_startSeconds == -1) ? _volume : 0;
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@ -35,7 +35,7 @@ class CAutoSoundPlayer : public CGameObject {
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bool SetVolumeMsg(CSetVolumeMsg *msg);
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bool LoadSuccessMsg(CLoadSuccessMsg *msg);
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public:
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int _fieldBC;
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int _unused;
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CString _filename;
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int _volume;
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int _balance;
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@ -44,7 +44,7 @@ public:
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int _stopSeconds;
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int _startSeconds;
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bool _active;
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int _fieldE8;
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bool _isVectorSound;
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public:
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CLASSDEF;
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CAutoSoundPlayer();
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@ -24,7 +24,7 @@
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CBirdSong, CAutoSoundPlayer)
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BEGIN_MESSAGE_MAP(CBirdSong, CRoomAutoSoundPlayer)
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ON_MESSAGE(TurnOn)
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ON_MESSAGE(SignalObject)
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END_MESSAGE_MAP()
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