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class NormalSoundEffectSpecification extends SoundEffectSpecification within SoundEffectsSubsystem PerObjectConfig; // ============================================================================ // NormalSoundEffectSpecification // // A NormalSoundEffectSpecification is an SoundEffectSpecification that handles creation // of normal unreal USound objects, and the data the sound designer needs to edit for their creation. // // ============================================================================ // FlaggedSound is a struct that encapsulates a USound with a flag the sound plays for. The flag is // set to the sound designer's preference to match the flag that a material would have. When a sound // is requested to be played based on a material, the FlaggedSound with the matching flag will play. // If set to 0, the sound will play if no other flagged sound matches material wise, or if no flag for // the material will play. struct FlaggedSound { var config Sound SoundToPlay; var config int Flag; }; // As will all SoundEffectSpecifications, the sound is picked randomly from this list. var config array<FlaggedSound> FlaggedSounds; // This overriden hook function sets up the flags to be used for the engine call to PlaySound simulated protected event SetNativeFlagsHook() { local int i; if (IsSeamlessLoop) { NativeFlags += SF_Looping; // if (Outer.bDebugSounds) // Log("[SeamlessLoop] "$Self); // Set native looping on all samples for (i = 0; i < FlaggedSounds.Length; i++) { //Log(" - [SeamlessLoop] "$FlaggedSounds[i].SoundToPlay); if (FlaggedSounds[i].SoundToPlay != None) class'SoundEffectsSubsystem'.static.SetNativeLooping (XLevel, FlaggedSounds[i].SoundToPlay); } } } // Initialize hook... simulated protected event InitHook() { // Sanity checks if ((NoRepeat || NeverRepeat) && !(FlaggedSounds.Length > 1)) { Log ("[SOUND] WARNING!: Schema <"$":"$name$"> has NoRepeat/NeverRepeat but only has 1 sound!"); NoRepeat = false; NeverRepeat = false; } } // Add all the flagged sounds to the soundsets array from a normal SoundEffectSpecification. Note, sounds are added // to a soundset based on their flag, which is also their index into the soundsets array. simulated protected event PopulateSoundsHook() { local int i; local int iSetToInsert; local NormalSoundRef newNormalRef; if (FlaggedSounds.Length == 0) { assertWithDescription(false, "NormalSoundEffectSpecification "$Name$" has no FlaggedSounds specified. This will cause a crash if ignored."); assert(false); } for (i = 0; i < FlaggedSounds.Length; i++) { // glenn: commented out because it spams too much //assertWithDescription(FlaggedSounds[i].SoundToPlay != None, "The sound at index "$i$" in SoundEffectSpecification '"$name$"' was not found."); iSetToInsert = FlaggedSounds[i].Flag; // Make sure the SoundSets array is long enough to at least hold the sounds for this flag if ( SoundSets.Length <= iSetToInsert ) SoundSets.Length = iSetToInsert + 1; // Create a new sound ref if necessary if ( SoundSets[iSetToInsert] == None ) SoundSets[iSetToInsert] = new class'SoundSet'; newNormalRef = new class'NormalSoundRef'; newNormalRef.Sound = FlaggedSounds[i].SoundToPlay; SoundSets[iSetToInsert].AddSoundRef (newNormalRef); } } |
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