class "snd_source" function snd_source:__init (obj, storage) self.object = obj self.st = storage self.destructed = false end function snd_source:reset_scheme(loading) self.last_update = 0 self.st.signals = {} self.played_sound = nil self.first_sound = true self.st.pause_time = 0 self.st.sound_set = true if loading == false then self.destructed = false else self.destructed = load_var (self.object, "destr") end end function snd_source:save () save_var (self.object, "destr", self.destructed) end function snd_source:hit_callback(obj, amount, local_direction, who, bone_index) if self.st.no_hit == true then return end --printf ("SOUND SOURCE HAVE A HIT") local who_name if who then who_name = who:name() else who_name = "nil" end --printf("_bp: snd_source:hit_callback obj='%s', amount=%d, who='%s'", obj:name(), amount, who_name) if self.played_sound ~= nil then self.played_sound:stop () self.played_sound = nil end self.destructed = true end function snd_source:update(delta) if (axr_main and axr_main.config) and (ui_options.get("sound/radio/zone") ~= true) then if self.played_sound ~= nil then self.played_sound:stop() self.played_sound = nil end return end if self.destructed == true then return end if xr_logic.try_switch_to_another_section (self.object, self.st, db.actor) then return end if self.st.pause_time - device ():time_global () > 0 then return end self.st.pause_time = 0 if self.st.sound_set == true then self.st.sound_set = false if self.st.random then self.played_sound = xr_sound.get_sound_object(self.st.theme, "random") elseif self.st.looped then self.played_sound = xr_sound.get_sound_object(self.st.theme, "looped") else self.played_sound = xr_sound.get_sound_object(self.st.theme, "seq") end if self.played_sound ~= nil then self.played_sound:play_at_pos (self.object, self.object:position ()) else self.st.signals["theme_end"] = true end self.first_sound = false end if self.last_update == 0 then self.last_update = device ():time_global () else if device ():time_global () - self.last_update > 50 then self.last_update = 0 else return end end if self.played_sound ~= nil then if self.played_sound:playing () == false then if self.first_sound == false then self.st.signals["sound_end"] = true end self.st.sound_set = true if self.st.pause_min ~= 0 or self.st.pause_max ~= 0 then local time = math.random (self.st.pause_min, self.st.pause_max) self.st.pause_time = device ():time_global () + time end self.first_sound = false else self.played_sound:set_position (self.object:position ()) end local volume = xr_logic.pick_section_from_condlist(db.actor, self.object, self.st.volume) if (volume and volume ~= "") then self.played_sound.volume = tonumber(volume) end end end function snd_source:deactivate () if self.played_sound ~= nil then self.played_sound:stop () self.played_sound = nil end end function add_to_binder (npc, ini, scheme, section, storage) local new_action = snd_source (npc, storage) -- Зарегистрировать все actions, в которых должен быть вызван метод reset_scheme при изменении настроек схемы: xr_logic.subscribe_action_for_events(npc, storage, new_action) end function set_scheme(npc, ini, scheme, section, gulag_name) local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section) st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc) st.theme = ini:r_string_ex(section,"snd") st.looped = ini:r_bool_ex(section,"looped",false) st.random = ini:r_bool_ex(section,"random",true) st.pause_min = ini:r_float_ex(section,"min_idle") or 0 st.pause_max = ini:r_float_ex(section,"max_idle") or 0 st.no_hit = ini:r_bool_ex(section,"no_hit",true) st.volume = xr_logic.parse_condlist(npc, section, "volume",ini:r_string_ex(section,"volume") or "1") if st.pause_max < st.pause_min then abort ("PH_SOUND - invalid time range !!!") end end