Divergent/mods/Screen Space Shaders/gamedata/scripts/ssfx_rain_footsteps.script

177 lines
5.3 KiB
Plaintext
Raw Normal View History

2024-03-17 20:18:03 -04:00
-- @ Version: SCREEN SPACE SHADERS - UPDATE 17
-- @ Description: Rain - Footsteps
-- @ Author: https://www.moddb.com/members/ascii1457
-- @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
-- Settings
local ssfx_rf_vol = 0
local ssfx_rf_vol_variation = 0
local ssfx_rf_vol_multi_without_rain = 0
local ssfx_rf_vol_multi_walk = 0
local ssfx_rf_vol_multi_run = 0
local ssfx_rf_jump_vol = 0
local ssfx_rf_land_vol = 0
-- Internal vars
module_installed = true
local Rain_Hemi = 0
local Rain_Factor = 0
local Footstep_Snd = {}
local Footstep_Jump_Snd = {}
local Footstep_Land_Snd = {}
local Weapon_Aiming = 0
local Last_Snd = -1
local JL_Counter = { ["jump"] = 0, ["land"] = 0 }
function actor_on_first_update()
Rain_Hemi = 0
Rain_Factor = 0
end
function on_game_load()
-- Preload all the sounds
Footstep_Snd[0] = sound_object([[material\human\step\rain_01]])
Footstep_Snd[1] = sound_object([[material\human\step\rain_02]])
Footstep_Snd[2] = sound_object([[material\human\step\rain_03]])
Footstep_Snd[3] = sound_object([[material\human\step\rain_04]])
Footstep_Snd[4] = sound_object([[material\human\step\rain_05]])
Footstep_Snd[5] = sound_object([[material\human\step\rain_06]])
Footstep_Snd[6] = sound_object([[material\human\step\rain_07]])
Footstep_Snd[7] = sound_object([[material\human\step\rain_08]])
Footstep_Jump_Snd[0] = sound_object([[material\human\step\rain_jump_01]])
Footstep_Jump_Snd[1] = sound_object([[material\human\step\rain_jump_02]])
Footstep_Jump_Snd[2] = sound_object([[material\human\step\rain_jump_03]])
Footstep_Land_Snd[0] = sound_object([[material\human\step\rain_land_01]])
Footstep_Land_Snd[1] = sound_object([[material\human\step\rain_land_02]])
Footstep_Land_Snd[2] = sound_object([[material\human\step\rain_land_03]])
end
local TestValue = 0
function actor_on_footstep()
local Base_Vol = clamp(level.rain_wetness() * 2.0, 0.0, 1.0) -- Base sound volume
if Base_Vol > 0 then
Rain_Hemi = level.rain_hemi() -- Use rain hemi to detect cover
Rain_Factor = clamp(level.rain_factor(), ssfx_rf_vol_multi_without_rain, 1.0) -- Lower volume when rain stop
Base_Vol = Base_Vol * Rain_Hemi * Rain_Factor
if (Base_Vol < 0.05) then return end -- Just skip
local Actor_State = level.actor_moving_state()
-- Slower
Actor_Crouch = ssfx_rf_vol_multi_walk * (bit_and(Actor_State, 16) ~= 0 and 1 or 0)
Actor_Walk = ssfx_rf_vol_multi_walk * (bit_and(Actor_State, 32) ~= 0 and 1 or 0)
Actor_Aiming = ssfx_rf_vol_multi_walk * Weapon_Aiming
-- Faster
Actor_Sprint = bit_and(Actor_State, 4096) ~= 0
-- Adjust volume
Vol_Mod = 1.0 - (Actor_Crouch + Actor_Walk + Actor_Aiming)
Vol_Mod = Actor_Sprint and ssfx_rf_vol_multi_run or Vol_Mod
local rand = math.random(0, 7) -- Random Sound
-- Avoid repeat
if rand == Last_Snd then
rand = (Last_Snd + 1) % 8
end
-- Play Sound and set volume
variation = math.random(0.0, ssfx_rf_vol_variation * 100) / 100
Footstep_Snd[rand]:play(db.actor,0,sound_object.s2d)
Footstep_Snd[rand].volume = clamp(Base_Vol * (ssfx_rf_vol + variation) * Vol_Mod, 0.0, 1.0);
--printdbg("* RAIN - FOOTSTEP : [%s] vol:%s base:%s", rand, Footstep_Snd[rand].volume, Base_Vol)
Last_Snd = rand
end
end
local function actor_on_jump()
if ssfx_rf_jump_vol > 0 then
ssfx_JumpLand_Snd(Footstep_Jump_Snd, ssfx_rf_jump_vol, "jump")
end
end
local function actor_on_land()
if ssfx_rf_land_vol > 0 then
ssfx_JumpLand_Snd(Footstep_Land_Snd, ssfx_rf_land_vol, "land")
end
end
function ssfx_JumpLand_Snd(SndDB, Vol, CntStr)
-- Check last Rain_Hemi
if (Rain_Hemi > 0.1) then
-- Play Sound and set volume
SndDB[JL_Counter[CntStr]]:play(db.actor,0,sound_object.s2d)
SndDB[JL_Counter[CntStr]].volume = Vol * Rain_Factor
-- Next Sound
JL_Counter[CntStr] = (JL_Counter[CntStr] + 1) % 3
end
end
local function ssfx_aim_in()
Weapon_Aiming = 1
end
local function ssfx_aim_out()
Weapon_Aiming = 0
end
function on_option_change()
-- Get settings
local module_id = "ssfx_rain_module/ssfx_rain_footsteps"
ssfx_rf_vol = ssfx_001_mcm.ssfx_get_setting(module_id, "main_vol", ssfx_rain_footsteps_settings)
ssfx_rf_vol_variation = ssfx_001_mcm.ssfx_get_setting(module_id, "vol_rnd", ssfx_rain_footsteps_settings)
ssfx_rf_vol_multi_without_rain = ssfx_001_mcm.ssfx_get_setting(module_id, "multi_no_rain", ssfx_rain_footsteps_settings)
ssfx_rf_vol_multi_walk = ssfx_001_mcm.ssfx_get_setting(module_id, "multi_walk", ssfx_rain_footsteps_settings)
ssfx_rf_vol_multi_run = ssfx_001_mcm.ssfx_get_setting(module_id, "multi_run", ssfx_rain_footsteps_settings)
ssfx_rf_jump_vol = ssfx_001_mcm.ssfx_get_setting(module_id, "jump_vol", ssfx_rain_footsteps_settings)
ssfx_rf_land_vol = ssfx_001_mcm.ssfx_get_setting(module_id, "land_vol", ssfx_rain_footsteps_settings)
end
function on_game_start()
-- General Functions
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("on_option_change", on_option_change)
RegisterScriptCallback("on_game_load", on_game_load)
-- Actor Actions
RegisterScriptCallback("actor_on_weapon_zoom_in", ssfx_aim_in)
RegisterScriptCallback("actor_on_weapon_zoom_out", ssfx_aim_out)
RegisterScriptCallback("actor_on_jump", actor_on_jump)
RegisterScriptCallback("actor_on_land", actor_on_land)
RegisterScriptCallback("actor_on_footstep",actor_on_footstep)
-- Read and apply settigns
on_option_change()
end