Terraria 1.3.5.3 Source Code
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101
Audio/ActiveSound.cs
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101
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=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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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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private SoundEffectInstance _sound;
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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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private SoundStyle _style;
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public SoundEffectInstance Sound => this._sound;
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public SoundStyle Style => this._style;
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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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Main.PlaySoundInstance(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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41
Audio/CustomSoundStyle.cs
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41
Audio/CustomSoundStyle.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Audio.CustomSoundStyle
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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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.Audio;
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using Terraria.Utilities;
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namespace Terraria.Audio
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{
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public class CustomSoundStyle : SoundStyle
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{
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private static UnifiedRandom _random = new UnifiedRandom();
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private SoundEffect[] _soundEffects;
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public override bool IsTrackable => true;
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public CustomSoundStyle(
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SoundEffect soundEffect,
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SoundType type = SoundType.Sound,
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float volume = 1f,
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float pitchVariance = 0.0f)
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: base(volume, pitchVariance, type)
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{
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this._soundEffects = new SoundEffect[1]{ soundEffect };
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}
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public CustomSoundStyle(
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SoundEffect[] soundEffects,
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SoundType type = SoundType.Sound,
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float volume = 1f,
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float pitchVariance = 0.0f)
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: base(volume, pitchVariance, type)
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{
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this._soundEffects = soundEffects;
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}
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public override SoundEffect GetRandomSound() => this._soundEffects[CustomSoundStyle._random.Next(this._soundEffects.Length)];
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}
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}
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71
Audio/LegacySoundStyle.cs
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71
Audio/LegacySoundStyle.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Audio.LegacySoundStyle
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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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.Audio;
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using Terraria.Utilities;
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namespace Terraria.Audio
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{
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public class LegacySoundStyle : SoundStyle
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{
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private static UnifiedRandom _random = new UnifiedRandom();
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private int _style;
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private int _styleVariations;
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private int _soundId;
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public int Style => this._styleVariations != 1 ? LegacySoundStyle._random.Next(this._style, this._style + this._styleVariations) : this._style;
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public int Variations => this._styleVariations;
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public int SoundId => this._soundId;
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public override bool IsTrackable => this._soundId == 42;
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public LegacySoundStyle(int soundId, int style, SoundType type = SoundType.Sound)
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: base(type)
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{
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this._style = style;
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this._styleVariations = 1;
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this._soundId = soundId;
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}
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public LegacySoundStyle(int soundId, int style, int variations, SoundType type = SoundType.Sound)
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: base(type)
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{
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this._style = style;
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this._styleVariations = variations;
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this._soundId = soundId;
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}
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private LegacySoundStyle(
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int soundId,
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int style,
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int variations,
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SoundType type,
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float volume,
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float pitchVariance)
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: base(volume, pitchVariance, type)
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{
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this._style = style;
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this._styleVariations = variations;
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this._soundId = soundId;
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}
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public LegacySoundStyle WithVolume(float volume) => new LegacySoundStyle(this._soundId, this._style, this._styleVariations, this.Type, volume, this.PitchVariance);
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public LegacySoundStyle WithPitchVariance(float pitchVariance) => new LegacySoundStyle(this._soundId, this._style, this._styleVariations, this.Type, this.Volume, pitchVariance);
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public LegacySoundStyle AsMusic() => new LegacySoundStyle(this._soundId, this._style, this._styleVariations, SoundType.Music, this.Volume, this.PitchVariance);
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public LegacySoundStyle AsAmbient() => new LegacySoundStyle(this._soundId, this._style, this._styleVariations, SoundType.Ambient, this.Volume, this.PitchVariance);
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public LegacySoundStyle AsSound() => new LegacySoundStyle(this._soundId, this._style, this._styleVariations, SoundType.Sound, this.Volume, this.PitchVariance);
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public bool Includes(int soundId, int style) => this._soundId == soundId && style >= this._style && style < this._style + this._styleVariations;
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public override SoundEffect GetRandomSound() => this.IsTrackable ? Main.trackableSounds[this.Style] : (SoundEffect) null;
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}
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}
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45
Audio/SoundStyle.cs
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45
Audio/SoundStyle.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Audio.SoundStyle
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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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.Audio;
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using Terraria.Utilities;
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namespace Terraria.Audio
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{
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public abstract class SoundStyle
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{
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private static UnifiedRandom _random = new UnifiedRandom();
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private float _volume;
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private float _pitchVariance;
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private SoundType _type;
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public float Volume => this._volume;
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public float PitchVariance => this._pitchVariance;
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public SoundType Type => this._type;
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public abstract bool IsTrackable { get; }
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public SoundStyle(float volume, float pitchVariance, SoundType type = SoundType.Sound)
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{
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this._volume = volume;
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this._pitchVariance = pitchVariance;
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this._type = type;
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}
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public SoundStyle(SoundType type = SoundType.Sound)
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{
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this._volume = 1f;
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this._pitchVariance = 0.0f;
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this._type = type;
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}
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public float GetRandomPitch() => (float) ((double) SoundStyle._random.NextFloat() * (double) this.PitchVariance - (double) this.PitchVariance * 0.5);
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public abstract SoundEffect GetRandomSound();
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}
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}
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15
Audio/SoundType.cs
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15
Audio/SoundType.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Audio.SoundType
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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namespace Terraria.Audio
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{
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public enum SoundType
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{
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Sound,
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Ambient,
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Music,
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}
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}
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