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Cleaned up implementation of #712
Also updates other game classes like the shapebase to utilize the sound asset hooks properly.
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12 changed files with 312 additions and 187 deletions
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@ -265,6 +265,7 @@ struct ShapeBaseImageData: public GameBaseData {
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F32 emitterTime; ///<
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S32 emitterNode[MaxShapes]; ///< Node ID on the shape to emit from
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SoundAsset* sound;
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SFXTrack* soundTrack; ///<Holdover for special, non-asset cases like SFXPlaylists
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};
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/// @name State Data
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/// Individual state data used to initialize struct array
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@ -744,13 +745,13 @@ protected:
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/// @name Scripted Sound
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/// @{
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struct Sound {
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struct SoundThread {
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bool play; ///< Are we playing this sound?
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SimTime timeout; ///< Time until we stop playing this sound.
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SFXTrack* profile; ///< Profile on server
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AssetPtr<SoundAsset> asset; ///< Asset on server
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SFXSource* sound; ///< Sound on client
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};
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Sound mSoundThread[MaxSoundThreads];
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SoundThread mSoundThread[MaxSoundThreads];
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/// @}
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/// @name Scripted Animation Threads
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@ -1114,7 +1115,7 @@ protected:
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/// Updates the audio state of the supplied sound
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/// @param st Sound
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void updateAudioState(Sound& st);
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void updateAudioState(SoundThread& st);
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/// Recalculates the spacial sound based on the current position of the object
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/// emitting the sound.
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@ -1328,9 +1329,7 @@ public:
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/// Plays an audio sound from a mounted object
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/// @param slot Mount slot ID
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/// @param track Audio track to play
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void playAudio(U32 slot,SFXTrack* track);
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void playAudio( U32 slot, SFXProfile* profile ) { playAudio( slot, ( SFXTrack* ) profile ); }
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void playAudio(U32 slot, StringTableEntry assetId);
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/// Stops audio from a mounted object
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/// @param slot Mount slot ID
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