Terraria 1.4.0.5 Source Code
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Audio/ActiveSound.cs
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Audio/ActiveSound.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Audio.ActiveSound
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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namespace Terraria.Audio
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{
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public class ActiveSound
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{
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public readonly bool IsGlobal;
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public Vector2 Position;
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public float Volume;
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public SoundEffectInstance Sound { get; private set; }
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public SoundStyle Style { get; private set; }
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public bool IsPlaying => this.Sound.State == SoundState.Playing;
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public ActiveSound(SoundStyle style, Vector2 position)
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{
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this.Position = position;
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this.Volume = 1f;
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this.IsGlobal = false;
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this.Style = style;
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this.Play();
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}
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public ActiveSound(SoundStyle style)
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{
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this.Position = Vector2.Zero;
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this.Volume = 1f;
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this.IsGlobal = true;
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this.Style = style;
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this.Play();
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}
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private void Play()
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{
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SoundEffectInstance instance = this.Style.GetRandomSound().CreateInstance();
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instance.Pitch += this.Style.GetRandomPitch();
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instance.Play();
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SoundInstanceGarbageCollector.Track(instance);
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this.Sound = instance;
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this.Update();
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}
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public void Stop()
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{
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if (this.Sound == null)
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return;
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this.Sound.Stop();
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}
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public void Pause()
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{
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if (this.Sound == null || this.Sound.State != SoundState.Playing)
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return;
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this.Sound.Pause();
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}
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public void Resume()
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{
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if (this.Sound == null || this.Sound.State != SoundState.Paused)
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return;
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this.Sound.Resume();
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}
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public void Update()
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{
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if (this.Sound == null)
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return;
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Vector2 vector2 = Main.screenPosition + new Vector2((float) (Main.screenWidth / 2), (float) (Main.screenHeight / 2));
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float num1 = 1f;
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if (!this.IsGlobal)
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{
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this.Sound.Pan = MathHelper.Clamp((float) (((double) this.Position.X - (double) vector2.X) / ((double) Main.screenWidth * 0.5)), -1f, 1f);
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num1 = (float) (1.0 - (double) Vector2.Distance(this.Position, vector2) / ((double) Main.screenWidth * 1.5));
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}
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float num2 = num1 * (this.Style.Volume * this.Volume);
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switch (this.Style.Type)
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{
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case SoundType.Sound:
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num2 *= Main.soundVolume;
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break;
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case SoundType.Ambient:
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num2 *= Main.ambientVolume;
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break;
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case SoundType.Music:
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num2 *= Main.musicVolume;
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break;
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}
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this.Sound.Volume = MathHelper.Clamp(num2, 0.0f, 1f);
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}
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}
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}
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