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https://github.com/TorqueGameEngines/Torque3D.git
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soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
lightning provides a conversion sample (attempt. it's still yelling)
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2181ce08c3
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3 changed files with 21 additions and 22 deletions
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@ -302,11 +302,11 @@ bool LightningData::preload(bool server, String &errorStr)
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}
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for (U32 j = 0; j < MaxThunders; j++) {
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if (!getThunderProfile(j))
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if (!getThunderSoundProfile(j))
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Con::errorf(ConsoleLogEntry::General, "LightningData::preload: Cant get an sfxProfile for thunder.");
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}
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if(!getSFXProfile())
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if(!getStrikeSoundProfile())
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Con::errorf(ConsoleLogEntry::General, "LightningData::preload: can't get sfxProfile from asset");
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mNumStrikeTextures = 0;
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@ -584,7 +584,7 @@ void Lightning::scheduleThunder(Strike* newStrike)
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if (t <= 0.03f) {
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// If it's really close, just play it...
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U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
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SFX->playOnce(mDataBlock->getThunderProfile(thunder));
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SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
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} else {
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Thunder* pThunder = new Thunder;
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pThunder->tRemaining = t;
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@ -651,7 +651,7 @@ void Lightning::advanceTime(F32 dt)
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// Play the sound...
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U32 thunder = sgLightningRand.randI(0, mDataBlock->numThunders - 1);
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SFX->playOnce(mDataBlock->getThunderProfile(thunder));
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SFX->playOnce(mDataBlock->getThunderSoundProfile(thunder));
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} else {
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pThunderWalker = &((*pThunderWalker)->next);
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}
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@ -735,9 +735,9 @@ void Lightning::processEvent(LightningStrikeEvent* pEvent)
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MatrixF trans(true);
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trans.setPosition( strikePoint );
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if (mDataBlock->getSFXProfile())
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if (mDataBlock->getStrikeSoundProfile())
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{
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SFX->playOnce(mDataBlock->getSFXProfile(), &trans );
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SFX->playOnce(mDataBlock->getStrikeSoundProfile(), &trans );
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}
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}
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