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C++ ISound::Play方法代码示例

本文整理汇总了C++中ISound::Play方法的典型用法代码示例。如果您正苦于以下问题:C++ ISound::Play方法的具体用法?C++ ISound::Play怎么用?C++ ISound::Play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ISound的用法示例。


在下文中一共展示了ISound::Play方法的4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: RicochetSound

//------------------------------------------------------------------------
void CProjectile::RicochetSound(const Vec3 &pos, const Vec3 &dir)
{
	if (!m_pAmmoParams->pRicochet)
		return;

	ISound *pSound = gEnv->pSoundSystem->CreateSound(m_pAmmoParams->pRicochet->sound, FLAG_SOUND_DEFAULT_3D|FLAG_SOUND_SELFMOVING);
	if (pSound)
	{
		pSound->GetId();
		pSound->SetSemantic(eSoundSemantic_Projectile);
		pSound->SetPosition(pos);
		pSound->SetDirection(dir*m_pAmmoParams->pRicochet->speed);
		pSound->Play();
	}
}
开发者ID:nhnam,项目名称:Seasons,代码行数:16,代码来源:Projectile.cpp

示例2: TacWarning

int CScriptBind_HUD::TacWarning(IFunctionHandler *pH)
{
	CHUD *pHUD = g_pGame->GetHUD();
	if (!pHUD)
		return pH->EndFunction();
	std::vector<CHUDRadar::RadarEntity> buildings = *(pHUD->GetRadar()->GetBuildings());
	for(int i = 0; i < buildings.size(); ++i)
	{
		IEntity *pEntity = gEnv->pEntitySystem->GetEntity(buildings[i].m_id);
		if(!stricmp(pEntity->GetClass()->GetName(), "HQ"))
		{
			Vec3 pos = pEntity->GetWorldPos();
			pos.z += 10;
			ISound *pSound = gEnv->pSoundSystem->CreateSound("sounds/interface:multiplayer_interface:mp_tac_alarm_ambience", FLAG_SOUND_3D);
			if(pSound)
			{
				pSound->SetPosition(pos);
				pSound->Play();
			}
		}
	}
	return pH->EndFunction();
}
开发者ID:RenEvo,项目名称:dead6,代码行数:23,代码来源:ScriptBind_HUD.cpp

示例3: PlaySound

// add enum of sound you want to play, and add command to game code at appropiate spot
void CGameAudio::PlaySound(EGameAudioSounds eSound, IEntity *pEntity, float param, bool stopSound)
{
	int soundFlag = 0; //localActor will get 2D sounds
	ESoundSemantic eSemantic = eSoundSemantic_None;
	ISound *pSound = NULL;
	bool	setParam = false;
	static string soundName;
	soundName.resize(0);

	switch(eSound)
	{
	case EGameAudioSound_NOSOUND:
		break;

	case EGameAudioSound_LAST:
		break;

	default:
		break;
	}

	//if(!force3DSound && m_pOwner == m_pGameFramework->GetClientActor() && !m_pOwner->IsThirdPerson() && soundName.size())
	//{
	//	if (bAppendPostfix)
	//		soundName.append("_fp");
	//}

	IEntitySoundProxy *pSoundProxy = pEntity ? (IEntitySoundProxy *)pEntity->CreateProxy(ENTITY_PROXY_SOUND) : NULL;

	if(soundName.size() && eSound < EGameAudioSound_LAST)		//get / create or stop sound
	{
		if(m_sounds[eSound].ID != INVALID_SOUNDID)
		{
			if(pSoundProxy)
				pSound = pSoundProxy->GetSound(m_sounds[eSound].ID);
			else
				pSound = gEnv->pSoundSystem->GetSound(m_sounds[eSound].ID);

			if(stopSound)
			{
				if(pSound)
					pSound->Stop();

				m_sounds[eSound].ID = INVALID_SOUNDID;
				return;
			}
		}

		if(!pSound && !stopSound)
		{
			pSound = gEnv->pSoundSystem->CreateSound(soundName, soundFlag);

			if(pSound)
			{
				pSound->SetSemantic(eSemantic);
				//float fTemp = 0.0f;
				m_sounds[eSound].ID = pSound->GetId();
				m_sounds[eSound].bLooping = (pSound->GetFlags() & FLAG_SOUND_LOOP) != 0;
				m_sounds[eSound].b3D = (pSound->GetFlags() & FLAG_SOUND_3D) != 0;
				//m_sounds[eSound].nMassIndex = pSound->GetParam("mass", &fTemp, false);
				//m_sounds[eSound].nSpeedIndex = pSound->GetParam("speed", &fTemp, false);
				//m_sounds[eSound].nStrengthIndex = pSound->GetParam("strength", &fTemp, false);
			}
		}
	}

	if(pSound)		//set params and play
	{
		//pSound->SetPosition(m_pOwner->GetEntity()->GetWorldPos());

		if(setParam)
		{
			//if (m_sounds[eSound].nMassIndex != -1)
			//	pSound->SetParam(m_sounds[sound].nMassIndex, param);

			//if (m_sounds[eSound].nSpeedIndex != -1)
			//	pSound->SetParam(m_sounds[sound].nSpeedIndex, param);

			//if (m_sounds[eSound].nStrengthIndex != -1)
			//	pSound->SetParam(m_sounds[sound].nStrengthIndex, param);
		}

		if(!(m_sounds[eSound].bLooping && pSound->IsPlaying()))
		{
			if(pSoundProxy)
				pSoundProxy->PlaySound(pSound);
			else
				pSound->Play();
		}
	}
}
开发者ID:Hellraiser666,项目名称:CryGame,代码行数:92,代码来源:GameAudio.cpp

示例4: 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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