Audio at range fix
This commit is contained in:
@@ -24,6 +24,10 @@
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#define TBD_M119_SHOT_SOUNDSET tbd_m119_shot_soundset
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#define TBD_M119_SHOT_SOUNDSET tbd_m119_shot_soundset
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#define TBD_M119_SHOT_SOUNDSHADER tbd_M119_shot_soundshader
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#define TBD_M119_SHOT_SOUNDSHADER tbd_M119_shot_soundshader
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#define TBD_M119_SHOT_MEADOWS_SOUNDSHADER tbd_M119_shot_meadows_soundshader
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#define TBD_M119_SHOT_HOUSES_SOUNDSHADER tbd_M119_shot_houses_soundshader
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#define TBD_M119_SHOT_FOREST_SOUNDSHADER tbd_M119_shot_forest_soundshader
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#define TBD_MORTARS_105mm_ROUND_HE_CHARGE_1 tbd_mortars_105mm_round_he_charge_1
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#define TBD_MORTARS_105mm_ROUND_HE_CHARGE_1 tbd_mortars_105mm_round_he_charge_1
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#define TBD_MORTARS_105mm_ROUND_HE_CHARGE_2 tbd_mortars_105mm_round_he_charge_2
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#define TBD_MORTARS_105mm_ROUND_HE_CHARGE_2 tbd_mortars_105mm_round_he_charge_2
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#define TBD_MORTARS_105mm_ROUND_HE_CHARGE_3 tbd_mortars_105mm_round_he_charge_3
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#define TBD_MORTARS_105mm_ROUND_HE_CHARGE_3 tbd_mortars_105mm_round_he_charge_3
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@@ -1,6 +1,6 @@
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class CfgSoundSets {
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class CfgSoundSets {
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class TBD_M119_SHOT_SOUNDSET {
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class TBD_M119_SHOT_SOUNDSET {
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soundShaders[] = {QUOTE(TBD_M119_SHOT_SOUNDSHADER)};
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soundShaders[] = {QUOTE(TBD_M119_SHOT_MEADOWS_SOUNDSHADER),QUOTE(TBD_M119_SHOT_FOREST_SOUNDSHADER),QUOTE(TBD_M119_SHOT_HOUSES_SOUNDSHADER)};
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volumeFactor = 1.6;
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volumeFactor = 1.6;
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volumeCurve = "InverseSquare2Curve";
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volumeCurve = "InverseSquare2Curve";
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sound3DProcessingType = "WeaponMediumShot3DProcessingType";
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sound3DProcessingType = "WeaponMediumShot3DProcessingType";
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@@ -8,5 +8,9 @@ class CfgSoundSets {
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spatial = 1;
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spatial = 1;
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doppler = 0;
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doppler = 0;
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loop = 0;
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loop = 0;
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frequencyRandomizer = 2;
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frequencyRandomizerMin = 0.2;
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obstructionFactor = 0;
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occlusionFactor = 0.3;
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};
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};
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};
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};
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@@ -1,28 +1,36 @@
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class CfgSoundShaders {
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class CfgSoundShaders {
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class TBD_M119_SHOT_SOUNDSHADER {
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class TBD_M119_SHOT_MEADOWS_SOUNDSHADER {
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samples[] = {{QPATHTOF(TBD_M119\sounds\M119shot.ogg), 1}};
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samples[] = {{QPATHTOF(TBD_M119\sounds\M119shot.ogg), 1}};
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volume = 4;
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volume = "2 * (meadows max sea) * (1 - (interior * 0.7))";
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range = 2500;
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range = 5000;
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rangeCurve[] = {{0, 1},
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rangeCurve[] = {{0, 1},
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{5, 1},
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{5, 1},
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{6, 1},
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{6, 1},
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{150, 1},
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{5000, 1}
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{300, 1},
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{450, 1},
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{500, 1},
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{600, 0.95},
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{750, 0.90},
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{900, 0.85},
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{1050, 0.80},
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{1200, 0.75},
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{1350, 0.70},
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{1500, 0.65},
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{1750, 0.60},
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{1900, 0.55},
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{2050, 0.50},
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{2200, 0.45},
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{2350, 0.40},
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{2500, 0.35}
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};
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};
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};
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};
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class TBD_M119_SHOT_HOUSES_SOUNDSHADER {
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samples[] = {{QPATHTOF(TBD_M119\sounds\M119shot.ogg), 1}};
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volume = "2 * houses * (1 - (interior * 0.7))";
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range = 5000;
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rangeCurve[] = {{0, 1},
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{5, 1},
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{6, 1},
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{5000, 1}
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};
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};
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class TBD_M119_SHOT_FOREST_SOUNDSHADER {
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samples[] = {{QPATHTOF(TBD_M119\sounds\M119shot.ogg), 1}};
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volume = "2 * (forest max trees) * (1 - (interior * 0.7))";
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range = 5000;
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rangeCurve[] = {{0, 1},
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{5, 1},
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{6, 1},
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{5000, 1}
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};
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};
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};
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};
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15
addons/m119/tbd_m119/cfgSound3DProcessors.hpp
Normal file
15
addons/m119/tbd_m119/cfgSound3DProcessors.hpp
Normal file
@@ -0,0 +1,15 @@
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class cfgSound3DProcessors {
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class tbd_m119Tail_3DProcessingType
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{
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innerRange = 20;
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range = 1000;
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typer = "panner";
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rangeCurve = "InverseSquare3Curve";
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};
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};
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@@ -17,3 +17,4 @@ class Mode_SemiAuto;
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#include "CfgVehicles.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgAnimationSourceSounds.hpp"
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#include "CfgAnimationSourceSounds.hpp"
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#include "CfgMoves.hpp"
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#include "CfgMoves.hpp"
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#include "cfgSound3DProcessors.hpp"
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