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[CODE]m00_BuildingStateSoundSpeaker sound fix [message #482877] Tue, 30 July 2013 15:15 Go to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
This script and its controller script handle ambient (and announcment?) sounds added to buildings. It doesn't work properly when you're not a host in online games because the scripts loop ambient sounds starting from the start of the map. If you join or rejoin after map start the sounds stop working and they will also randomly not work even if you were on a map at map start.

This code is for a replacement scripts which registers itself as the original m00_ scripts. I did some quick testing with Aircraftkiller more than a year ago and it seems to work, no guarantees though.

void Iran_BuildingStateSoundSpeaker::Created(GameObject *obj)
{

//	Console_Output("Custom BuildingStateSoundSpeaker created\n"); // DEBUG CRAP
	destroyed = false;
	explode = true;
	GameObject *object = Commands->Find_Object(Get_Int_Parameter("BuildingController_ID"));
	if (object)
	{
		char s[18];
		sprintf(s,"%d",Commands->Get_ID(obj));
		Commands->Attach_Script(object, "JFW_BuildingStateSoundController",s);
	}
	if (Get_Int_Parameter("Frequency_Min") == -1)
	{
		Timer_Expired(obj,0);
	}
	else
	{
		float random = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"),Get_Float_Parameter("Frequency_Max"));
		Commands->Start_Timer(obj,this,random,0);
	}
	Commands->Start_Timer(obj,this, 60.f,1);
}

void Iran_BuildingStateSoundSpeaker::Custom(GameObject *obj,int type,int param,GameObject *sender)
{
	switch (type)
	{
	case CUSTOM_EVENT_SOUND_ENDED:
		if (destroyed)
		{
			if (Get_Int_Parameter("Frequency_Min_Destroyed") != -1)
			{
				float min = Get_Float_Parameter("Frequency_Min_Destroyed");
				float max = Get_Float_Parameter("Frequency_Max_Destroyed");
				float frequency = Commands->Get_Random(min,max);
				Commands->Start_Timer(obj,this,frequency,0);
			}
		}
		else
		{
			if (Get_Int_Parameter("Frequency_Min") != -1)
			{
				float min = Get_Float_Parameter("Frequency_Min");
				float max = Get_Float_Parameter("Frequency_Max");
				float frequency = Commands->Get_Random(min,max);
				Commands->Start_Timer(obj,this,frequency,0);
			}
		}
		break;
	case 9026:
		if (param == 1)
		{
			Commands->Stop_Sound(sound,1);
			destroyed = true;
			Timer_Expired(obj,0);
		}
		break;
	case 9027:
		if (explode)
		{
			Vector3 v = Commands->Get_Position(obj);
			v.X += Commands->Get_Random(2.0,5.0);
			v.Y += Commands->Get_Random(2.0,5.0);
			v.Z += Commands->Get_Random(2.0,5.0);
			Commands->Create_Explosion(Get_Parameter("Explosion_Name"),v,0);
			Commands->Send_Custom_Event(obj,obj,9027,1,Commands->Get_Random(3.0,6.0));
		}
		break;
	case 9028:
		explode = false;
		break;
	case 9029:
		explode = true;
		break;
	case 9030:
		Commands->Stop_Sound(sound,1);
		Timer_Expired(obj,0);
		break;
	}
}

void Iran_BuildingStateSoundSpeaker::Timer_Expired(GameObject *obj,int number)
{
	if ( (number == 1) && (Get_Int_Parameter("Frequency_Min") == -1) )
	{
		Commands->Start_Timer(obj,this, 60.f,1);
		Commands->Stop_Sound(sound,1);
	}
	if (destroyed)
	{
		bool is3d = Get_Int_Parameter("Is_3D_Destroyed");
		Vector3 pos = Commands->Get_Position(obj);
		Vector3 offset = Get_Vector3_Parameter("Offset_Destroyed");
		pos.X += offset.X;
		pos.Y += offset.Y;
		pos.Z += offset.Z;
		offset = Get_Vector3_Parameter("Offset_Randomness_Destroyed");
		pos.X += Commands->Get_Random(offset.X,-offset.X);
		pos.Y += Commands->Get_Random(offset.Y,-offset.Y);
		pos.Z += Commands->Get_Random(offset.Z,-offset.Z);
		if (is3d)
		{
			sound = Commands->Create_Sound(Get_Parameter("Sound_Destroyed"),pos,obj);
		}
		else
		{
			sound = Commands->Create_2D_Sound(Get_Parameter("Sound_Destroyed"));
		}
	//	Console_Output("Playing dead: %s\n", Get_Parameter("Sound_Destroyed"));
	}
	else
	{
		bool is3d = Get_Int_Parameter("Is_3D");
		Vector3 pos = Commands->Get_Position(obj);
		Vector3 offset = Get_Vector3_Parameter("Offset");
		pos.X += offset.X;
		pos.Y += offset.Y;
		pos.Z += offset.Z;
		offset = Get_Vector3_Parameter("Offset_Randomness");
		pos.X += Commands->Get_Random(offset.X,-offset.X);
		pos.Y += Commands->Get_Random(offset.Y,-offset.Y);
		pos.Z += Commands->Get_Random(offset.Z,-offset.Z);
		if (is3d)
		{
			sound = Commands->Create_Sound(Get_Parameter("Sound_Normal"),pos,obj);
		//	Console_Output("Playing alive 3D: %s\n", Get_Parameter("Sound_Normal"));
		}
		else
		{
			sound = Commands->Create_2D_Sound(Get_Parameter("Sound_Normal"));
		//	Console_Output("Playing alive 2D: %s\n", Get_Parameter("Sound_Normal"));
		}
		
	}
	Commands->Monitor_Sound(obj,sound);
}

void Iran_BuildingStateSoundSpeaker::Register_Auto_Save_Variables()
{
	Auto_Save_Variable(&sound,4,1);
	Auto_Save_Variable(&destroyed,1,3);
}

void Iran_BuildingStateSoundController::Created(GameObject *obj)
{
	speakerid = Get_Int_Parameter("BuildingSpeaker_ID");
//	Commands->Start_Timer(obj,this,60.f,1);
}

void Iran_BuildingStateSoundController::Killed(GameObject *obj,GameObject *killer)
{
	GameObject *object = Commands->Find_Object(speakerid);
	if (object)
	{
		Commands->Send_Custom_Event(obj,object,9026,1,0);
		Commands->Send_Custom_Event(obj,object,9027,1,0);
	}
	Destroy_Script();
}


void Iran_BuildingStateSoundController::Timer_Expired(GameObject *obj,int number)
{
	if (number == 1)
	{
		GameObject *object = Commands->Find_Object(speakerid);
		if (object)
		{
			Commands->Send_Custom_Event(obj,object,9030,1,0);
		}
	}
}

void Iran_BuildingStateSoundController::Custom(GameObject *obj,int type,int param,GameObject *sender)
{
	if (type == 9028)
	{
		GameObject *object = Commands->Find_Object(speakerid);
		if (object)
		{
			Commands->Send_Custom_Event(obj,object,9028,1,0);
		}
	}
	if (type == 9029)
	{
		GameObject *object = Commands->Find_Object(speakerid);
		if (object)
		{
			Commands->Send_Custom_Event(obj,object,9029,1,0);
		}
	}
}

void Iran_BuildingStateSoundController::Register_Auto_Save_Variables()
{
	Auto_Save_Variable(&speakerid,4,1);
}

ScriptRegistrant<Iran_BuildingStateSoundSpeaker> M00_BuildingStateSoundSpeaker_Registrant("M00_BuildingStateSoundSpeaker","Sound_Normal:string,Sound_Destroyed:string,BuildingController_ID:int,Is_3D=1:int,Offset:vector3,Offset_Randomness:vector3,Frequency_Min=-1:float,Frequency_Max:float,Is_3D_Destroyed=1:int,Offset_Destroyed:vector3,Offset_Randomness_Destroyed:vector3,Frequency_Min_Destroyed=-1:float,Frequency_Max_Destroyed:float,Explosion_Name:string");

ScriptRegistrant<Iran_BuildingStateSoundController> M00_BuildingStateSoundController_Registrant("M00_BuildingStateSoundController","BuildingSpeaker_ID:int");


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases

[Updated on: Tue, 30 July 2013 15:16]

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Re: [CODE]m00_BuildingStateSoundSpeaker sound fix [message #488395 is a reply to message #482877] Sun, 06 July 2014 20:57 Go to previous messageGo to next message
Mauler
Messages: 448
Registered: May 2003
Location: Alberta, Canada
Karma: 0
Commander
Really wish this worked properly... shame they don't. The sounds really add much more atmosphere to the game..

but sadly all it does is this..

https://www.youtube.com/watch?v=1i-0GRL8RRs

it even happens on Fjords, the only custom map with buildingstate speakers.. the looping.. when destroyed

sorry for the bump.. Smile
Re: [CODE]m00_BuildingStateSoundSpeaker sound fix [message #488400 is a reply to message #482877] Mon, 07 July 2014 03:34 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
Messages: 124
Registered: October 2009
Karma: 0
Recruit
Sound presets that have the flag islooped set will not stop until the player leaves and rejoins the game.

Commands->stop_sound is useless becouse it doesnt work serverside
Re: [CODE]m00_BuildingStateSoundSpeaker sound fix [message #488404 is a reply to message #482877] Mon, 07 July 2014 04:28 Go to previous message
UnitXc is currently offline  UnitXc
Messages: 116
Registered: March 2009
Karma: 0
Recruit
this happened to me and Bad when i was editing City_Flying, to fix it i had to remove the building controlers and replace them.

otherwise it would not stop looping that annoying sound no matter whether i left the game or not.


http://i423.photobucket.com/albums/pp318/UnitXc/UnitXcSiggy.jpg
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