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Audio/SoundStyle.cs Normal file
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// Decompiled with JetBrains decompiler
// Type: Terraria.Audio.SoundStyle
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework.Audio;
using Terraria.Utilities;
namespace Terraria.Audio
{
public abstract class SoundStyle
{
private static UnifiedRandom _random = new UnifiedRandom();
private float _volume;
private float _pitchVariance;
private SoundType _type;
public float Volume => this._volume;
public float PitchVariance => this._pitchVariance;
public SoundType Type => this._type;
public abstract bool IsTrackable { get; }
public SoundStyle(float volume, float pitchVariance, SoundType type = SoundType.Sound)
{
this._volume = volume;
this._pitchVariance = pitchVariance;
this._type = type;
}
public SoundStyle(SoundType type = SoundType.Sound)
{
this._volume = 1f;
this._pitchVariance = 0.0f;
this._type = type;
}
public float GetRandomPitch() => (float) ((double) SoundStyle._random.NextFloat() * (double) this.PitchVariance - (double) this.PitchVariance * 0.5);
public abstract SoundEffect GetRandomSound();
}
}