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Angelscript audio bindings #3027
Commits on Mar 20, 2023
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AngelScript: initial soundscript bindings: enums + SoundScriptTemplate
Currently dummy, just tested to build and run OK.
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AngelScript: added
SoundClass
bindingStill dummy, just tested to build + run OK
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Codechange: soundscripts - removed dead argument in
createInstance()
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.
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AngelScript: added
SoundScriptInstanceClass
bindingStill dummy, just tested to build + run OK
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AngelScript: working audio bindings + demo script 🔉
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) ```
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AngelScript audio bindings: finishing touches
- 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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