Terraria 1.3.5.3 Source Code

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MikeyIsBaeYT 2021-10-27 18:03:19 -04:00
commit 4b21dac4b6
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Audio/ActiveSound.cs Normal file
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// Decompiled with JetBrains decompiler
// Type: Terraria.Audio.ActiveSound
// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
namespace Terraria.Audio
{
public class ActiveSound
{
private SoundEffectInstance _sound;
public readonly bool IsGlobal;
public Vector2 Position;
public float Volume;
private SoundStyle _style;
public SoundEffectInstance Sound => this._sound;
public SoundStyle Style => this._style;
public bool IsPlaying => this.Sound.State == SoundState.Playing;
public ActiveSound(SoundStyle style, Vector2 position)
{
this.Position = position;
this.Volume = 1f;
this.IsGlobal = false;
this._style = style;
this.Play();
}
public ActiveSound(SoundStyle style)
{
this.Position = Vector2.Zero;
this.Volume = 1f;
this.IsGlobal = true;
this._style = style;
this.Play();
}
private void Play()
{
SoundEffectInstance instance = this._style.GetRandomSound().CreateInstance();
instance.Pitch += this._style.GetRandomPitch();
Main.PlaySoundInstance(instance);
this._sound = instance;
this.Update();
}
public void Stop()
{
if (this._sound == null)
return;
this._sound.Stop();
}
public void Pause()
{
if (this._sound == null || this._sound.State != SoundState.Playing)
return;
this._sound.Pause();
}
public void Resume()
{
if (this._sound == null || this._sound.State != SoundState.Paused)
return;
this._sound.Resume();
}
public void Update()
{
if (this._sound == null)
return;
Vector2 vector2 = Main.screenPosition + new Vector2((float) (Main.screenWidth / 2), (float) (Main.screenHeight / 2));
float num1 = 1f;
if (!this.IsGlobal)
{
this.Sound.Pan = MathHelper.Clamp((float) (((double) this.Position.X - (double) vector2.X) / ((double) Main.screenWidth * 0.5)), -1f, 1f);
num1 = (float) (1.0 - (double) Vector2.Distance(this.Position, vector2) / ((double) Main.screenWidth * 1.5));
}
float num2 = num1 * (this._style.Volume * this.Volume);
switch (this._style.Type)
{
case SoundType.Sound:
num2 *= Main.soundVolume;
break;
case SoundType.Ambient:
num2 *= Main.ambientVolume;
break;
case SoundType.Music:
num2 *= Main.musicVolume;
break;
}
this.Sound.Volume = MathHelper.Clamp(num2, 0.0f, 1f);
}
}
}