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C++ IEntitySoundProxy::PlaySoundEx方法代码示例

本文整理汇总了C++中IEntitySoundProxy::PlaySoundEx方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntitySoundProxy::PlaySoundEx方法的具体用法?C++ IEntitySoundProxy::PlaySoundEx怎么用?C++ IEntitySoundProxy::PlaySoundEx使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IEntitySoundProxy的用法示例。


在下文中一共展示了IEntitySoundProxy::PlaySoundEx方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: PlayRotationSound

tSoundID CHeavyMountedWeapon::PlayRotationSound()
{
	tSoundID result = 0;
	IEntitySoundProxy* pSoundProxy = GetSoundProxy(true);
	if (pSoundProxy)
	{
		const ItemString& soundName = m_stats.fp ? m_sharedparams->pMountParams->rotate_sound_fp : m_sharedparams->pMountParams->rotate_sound_tp;
		result = pSoundProxy->PlaySoundEx(soundName.c_str(), ZERO, FORWARD_DIRECTION, FLAG_SOUND_DEFAULT_3D, 0, 1.0f, 0, 0, eSoundSemantic_Weapon);
	}
	return result;
}
开发者ID:Xydrel,项目名称:Infected,代码行数:11,代码来源:HeavyMountedWeapon.cpp

示例2: PlayAction

//------------------------------------------------------------------------
tSoundID CItem::PlayAction(const ItemString &actionName, int layer, bool loop, uint32 flags, float speedOverride)
{
	if(!m_enableAnimations || !IsOwnerInGame())
		return (tSoundID)-1;

	TActionMap::iterator it = m_sharedparams->actions.find(CONST_TEMPITEM_STRING(actionName));

	if(it == m_sharedparams->actions.end())
	{
//		GameWarning("Action '%s' not found on item '%s'!", actionName, GetEntity()->GetName());

		for(int i=0; i<eIGS_Last; i++)
		{
			m_animationTime[i]=0;
			m_animationSpeed[i]=1.0f;
			m_animationEnd[i]=0;
		}

		return 0;
	}

	bool fp = m_stats.fp;

	if(m_parentId)
	{
		CItem *pParent=static_cast<CItem *>(m_pItemSystem->GetItem(m_parentId));

		if(pParent)
			fp=pParent->GetStats().fp;
	}

	if(flags&eIPAF_ForceFirstPerson)
		fp = true;

	if(flags&eIPAF_ForceThirdPerson)
		fp = false;

	int sid=fp?eIGS_FirstPerson:eIGS_ThirdPerson;
	SAction &action = it->second;

	tSoundID result = INVALID_SOUNDID;

	if((flags&eIPAF_Sound) && !action.sound[sid].name.empty() && IsSoundEnabled() && g_pGameCVars->i_soundeffects)
	{
		int nSoundFlags = FLAG_SOUND_DEFAULT_3D;
		nSoundFlags |= flags&eIPAF_SoundStartPaused?FLAG_SOUND_START_PAUSED:0;
		IEntitySoundProxy *pSoundProxy = GetSoundProxy(true);

		//GetSound proxy from dualwield master if neccesary
		if(IsDualWieldSlave())
		{
			CItem *pMaster = static_cast<CItem *>(GetDualWieldMaster());

			if(pMaster)
			{
				pSoundProxy = pMaster->GetSoundProxy(true);
			}
		}

		EntityId pSkipEnts[3];
		int nSkipEnts = 0;

		// TODO for Marcio :)
		// check code changes

		// Skip the Item
		pSkipEnts[nSkipEnts] = GetEntity()->GetId();
		++nSkipEnts;

		// Skip the Owner
		if(GetOwner())
		{
			pSkipEnts[nSkipEnts] = GetOwner()->GetId();
			++nSkipEnts;
		}

		if(pSoundProxy)
		{

			TempResourceName name;
			FixResourceName(action.sound[sid].name, name, flags);
			//nSoundFlags = nSoundFlags | (fp?FLAG_SOUND_DEFAULT_3D|FLAG_SOUND_RELATIVE:FLAG_SOUND_DEFAULT_3D);
			Vec3 vOffset(0,0,0);

			if(fp)
				vOffset.x = 0.3f; // offset for first person weapon to the front

			if(!g_pGameCVars->i_staticfiresounds)
			{
				result = pSoundProxy->PlaySoundEx(name, vOffset, FORWARD_DIRECTION, nSoundFlags, 1.0f, 0, 0, eSoundSemantic_Weapon, pSkipEnts, nSkipEnts);
				ISound *pSound = pSoundProxy->GetSound(result);

				if(pSound && action.sound[sid].sphere>0.0f)
					pSound->SetSphereSpec(action.sound[sid].sphere);
			}
			else
			{
				SInstanceAudio *pInstanceAudio=0;

//.........这里部分代码省略.........
开发者ID:Hellraiser666,项目名称:CryGame,代码行数:101,代码来源:ItemResource.cpp


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