mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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101 lines
3.1 KiB
C#
101 lines
3.1 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
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// ----------------------------------------------------------------------------
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// Rain
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// ----------------------------------------------------------------------------
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datablock SFXProfile(HeavyRainSound)
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{
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filename = "art/sound/environment/amb";
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description = AudioLoop2d;
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};
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datablock PrecipitationData(HeavyRain)
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{
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soundProfile = "HeavyRainSound";
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dropTexture = "art/environment/precipitation/rain";
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splashTexture = "art/environment/precipitation/water_splash";
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dropSize = 0.35;
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splashSize = 0.1;
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useTrueBillboards = false;
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splashMS = 500;
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};
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// ----------------------------------------------------------------------------
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// Lightning
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// ----------------------------------------------------------------------------
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// When setting up thunder sounds for lightning it should be known that:
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// - strikeSound is a 3d sound
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// - thunderSounds[n] are 2d sounds
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datablock SFXProfile(ThunderCrash1Sound)
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{
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filename = "art/sound/environment/thunder1";
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description = Audio2d;
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};
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datablock SFXProfile(ThunderCrash2Sound)
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{
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filename = "art/sound/environment/thunder2";
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description = Audio2d;
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};
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datablock SFXProfile(ThunderCrash3Sound)
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{
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filename = "art/sound/environment/thunder3";
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description = Audio2d;
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};
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datablock SFXProfile(ThunderCrash4Sound)
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{
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filename = "art/sound/environment/thunder4";
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description = Audio2d;
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};
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datablock LightningData(DefaultStorm)
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{
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thunderSounds[0] = ThunderCrash1Sound;
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thunderSounds[1] = ThunderCrash2Sound;
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thunderSounds[2] = ThunderCrash3Sound;
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thunderSounds[3] = ThunderCrash4Sound;
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strikeTextures[0] = "art/environment/lightning";
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};
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datablock ReflectorDesc( DefaultCubeDesc )
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{
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texSize = 256;
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nearDist = 0.1;
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farDist = 1000.0;
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objectTypeMask = 0xFFFFFFFF;
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detailAdjust = 1.0;
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priority = 1.0;
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maxRateMs = 15;
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useOcclusionQuery = true;
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};
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