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Angelscript audio bindings #3027
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Currently dummy, just tested to build and run OK.
Still dummy, just tested to build + run OK
The argument was used by 'TerrainObjectManager.cpp' but had no effect and the positioning and starting of the sound is done there anyway. Also clarified what happens with `actor_id` attribute if the sound isn't created for an actor.
Still dummy, just tested to build + run OK
New objects: `SoundClass`, `SoundScriptTemplateClass`, `SoundScriptInstanceClass` New enums: `SoundTrigger`, `ModulationSource` The principal interface is in the `GameScriptClass` (global object `game`): ``` array<SoundScriptTemplateClass@>@ getAllSoundScriptTemplates() SoundScriptTemplateClassPtr@ getSoundScriptTemplate(const string &in) array<SoundScriptInstanceClass@>@ getAllSoundScriptInstances() SoundClassPtr@ createSoundFromResource(const string &in filename, const string &in rg_name = string()) SoundScriptInstanceClassPtr@ createSoundScriptInstance(const string &in template, int actor_instance_id = -1) ```
- Fixed script audio not being audible after returning to menu - Fixed SoundClass and SoundScriptInstanceClass having different functions to set position/velocity. - Fixed 'demo_script.as' always playing sounds/soundscripts at <0 0 0> corner of the map - Added "sound follows player" checkbox to 'demo_script.as'
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CuriousMike56
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Tip: use demo_script.as to show list of soundsources, more info: RigsOfRods#3027
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Tip: use demo_script.as to show list of soundsources, more info: #3027
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The screenshot shows updated demo script bundled with the game. To run it, open console and say
loadscript demo_script.as
.New objects:
SoundClass
,SoundScriptTemplateClass
,SoundScriptInstanceClass
New enums:
SoundTrigger
,ModulationSource
The principal interface is in the
GameScriptClass
(global objectgame
):