terraria-source-code/Audio/ActiveSound.cs
2023-01-26 10:50:36 -05:00

100 lines
2.8 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.Audio.ActiveSound
// 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;
using Microsoft.Xna.Framework.Audio;
namespace Terraria.Audio
{
public class ActiveSound
{
public readonly bool IsGlobal;
public Vector2 Position;
public float Volume;
public SoundEffectInstance Sound { get; private set; }
public SoundStyle Style { get; private set; }
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();
instance.Play();
SoundInstanceGarbageCollector.Track(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);
}
}
}