392 lines
14 KiB
Ucode
392 lines
14 KiB
Ucode
//=============================================================================
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// KFPawnSoundGroup
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//=============================================================================
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// Constains static data on sounds that are tied to a specific character
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFPawnSoundGroup extends Object;
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/*********************************************************************************************
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* Footstep sounds
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********************************************************************************************* */
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struct FootstepSoundInfo
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{
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var() EMaterialTypes MaterialType;
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var() AkBaseSoundObject Sound;
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};
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/** footstep sound effect to play per material type */
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var(Footsteps) array<FootstepSoundInfo> FootstepSounds;
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/** default footstep sound used when a given material type is not found in the list */
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var(Footsteps) AkBaseSoundObject DefaultFootstepSound;
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/** sprinting/charging footstep sound effect to play per material type */
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var(Footsteps) array<FootstepSoundInfo> SprintingFootstepSounds;
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/** default sprinting/charging footstep sound used when a given material type is not found in the list */
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var(Footsteps) AkBaseSoundObject DefaultSprintingFootstepSound;
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/** "hand-step" sound effect to play per material type */
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var(Footsteps) array<FootstepSoundInfo> HandstepSounds;
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/** default hand-step sound used when a given material type is not found in the list */
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var(Footsteps) AkBaseSoundObject DefaultHandstepSound;
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/** Maximum range to allow footstep sounds. X=Maximum range when pawn visible, Y=Maximum range when pawn hidden */
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var(Footsteps) vector2D MaxFootstepSoundRanges;
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/*********************************************************************************************
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* Jumping sounds
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********************************************************************************************* */
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var(Jumping) array<FootstepSoundInfo> JumpingSounds;
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var(Jumping) AkBaseSoundObject DefaultJumpingSound;
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var(Landing) array<FootstepSoundInfo> LandingSounds;
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var(Landing) AkBaseSoundObject DefaultLandingSound;
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var(Landing) AkBaseSoundObject FallingDamageLandSound;
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/*********************************************************************************************
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* Damage / Pain
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********************************************************************************************* */
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var(Misc) AkBaseSoundObject PainSound;
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var(Misc) AkBaseSoundObject DyingSound;
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var(Misc) AkBaseSoundObject MouthlessDyingSound;
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var(Misc) AkBaseSoundObject BleedoutDyingSound;
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var(Misc) AkBaseSoundObject GibSound;
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var(Misc) AkBaseSoundObject GaspSound;
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var(Misc) AkBaseSoundObject EntranceSound;
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var(Gore) AkBaseSoundObject DismembermentSound;
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var(Gore) AkBaseSoundObject BloodSpraySound;
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var(Gore) AkBaseSoundObject DismemberedPartImpactSound;
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var(Gore) AkBaseSoundObject VisceraImpactSound;
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var(Gore) AkBaseSoundObject HeadPopSound;
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var(Gore) AkBaseSoundObject RagdollImpactSound;
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var(Gore) AkBaseSoundObject CleaveSound;
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var(Gore) AkBaseSoundObject ObliterationSound;
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/*********************************************************************************************
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* Misc
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********************************************************************************************* */
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/** Special stop event to let the audio system stop certain sounds */
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var(Misc) AKEvent OnDeathStopEvent;
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struct ImpactSoundCoolDownInfo
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{
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var EHitZoneBodyPart Limb;
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var name BoneName;
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var float LastImpactSoundTime;
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structdefaultproperties
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{
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LastImpactSoundTime=0.f
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}
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};
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var transient array< ImpactSoundCoolDownInfo > ImpactSoundCoolDowns;
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function PlayJumpSound(Pawn P)
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{
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if( DefaultJumpingSound != none )
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{
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P.PlaySoundBase(DefaultJumpingSound, false, true);
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}
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}
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function PlayLandSound(Pawn P)
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{
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if( DefaultLandingSound != none )
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{
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P.PlaySoundBase(DefaultLandingSound, false, true);
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}
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}
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function PlayFallingDamageLandSound(Pawn P)
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{
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if( FallingDamageLandSound != none )
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{
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P.PlaySoundBase(FallingDamageLandSound, false, true);
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}
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}
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function PlayPainSound( KFPawn P )
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{
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if( PainSound != none && !P.IsHeadless() )
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{
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P.PlaySoundBase( PainSound, true );
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}
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}
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function PlayDyingSound(Pawn P)
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{
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if( DyingSound != none )
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{
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P.PlaySoundBase( DyingSound, true );
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}
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}
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function PlayMouthlessDyingSound( Pawn P )
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{
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if( MouthlessDyingSound != none )
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{
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P.PlaySoundBase( MouthlessDyingSound, true );
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}
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}
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function PlayBleedoutDyingSound( Pawn P )
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{
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if( BleedoutDyingSound != none )
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{
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P.PlaySoundBase( BleedoutDyingSound, true );
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}
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}
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function PlayGibSound(Pawn P)
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{
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if( GibSound != none )
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{
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P.PlaySoundBase(GibSound, true);
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}
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}
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function PlayGaspSound(Pawn P)
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{
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if( GaspSound != none )
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{
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P.PlaySoundBase(GaspSound, true);
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}
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}
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function PlayEntranceSound( Pawn P )
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{
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if( EntranceSound != none )
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{
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P.PlaySoundBase(EntranceSound);
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}
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}
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function AkBaseSoundObject GetFootstepSound(int FootDown, EMaterialTypes MaterialType)
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{
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local int i;
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if( FootDown < 2 ) // 0 - left foot, 1 - right foot
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{
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i = FootstepSounds.Find('MaterialType', MaterialType);
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return (i == INDEX_None) ? DefaultFootstepSound : FootstepSounds[i].Sound;
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}
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else if( FootDown < 4 ) // 2 - left hand, 3 - right hand
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{
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i = HandstepSounds.Find('MaterialType', MaterialType);
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return (i == INDEX_None) ? DefaultHandstepSound : HandstepSounds[i].Sound;
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}
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else
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{
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return DefaultFootstepSound;
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}
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}
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function AkBaseSoundObject GetSprintingFootstepSound(int FootDown, EMaterialTypes MaterialType)
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{
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local int i;
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if( FootDown < 2 ) // 0 - left foot, 1 - right foot
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{
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i = SprintingFootstepSounds.Find('MaterialType', MaterialType);
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return (i == INDEX_None) ? DefaultSprintingFootstepSound : SprintingFootstepSounds[i].Sound;
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}
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else
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{
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return DefaultSprintingFootstepSound;
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}
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}
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function AkBaseSoundObject GetJumpSound(EMaterialTypes MaterialType)
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{
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local int i;
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i = default.JumpingSounds.Find('MaterialType', MaterialType);
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return (i == INDEX_None) ? DefaultJumpingSound : JumpingSounds[i].Sound;
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}
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function AkBaseSoundObject GetLandSound(EMaterialTypes MaterialType)
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{
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local int i;
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i = default.LandingSounds.Find('MaterialType', MaterialType);
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return (i == INDEX_None) ? DefaultLandingSound : LandingSounds[i].Sound;
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}
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function PlayDismembermentSounds( Pawn P, vector DismembermentLoc )
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{
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if( DismembermentSound != none )
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{
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P.PlaySoundBase( DismembermentSound, true,,, DismembermentLoc );
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}
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if( BloodSpraySound != none )
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{
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P.PlaySoundBase( BloodSpraySound, true ); // attach to bone?
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}
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}
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function PlayRigidBodyCollisionSound( Pawn P, vector ImpactLoc )
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{
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// play part-specific sound?
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local name CollidingBoneName;
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local int HitZoneIndex, ImpactLimbIndex;
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CollidingBoneName = P.Mesh.FindClosestBone( ImpactLoc );
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HitZoneIndex = KFPawn( P ).HitZones.Find( 'BoneName', CollidingBoneName );
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if( HitZoneIndex != INDEX_NONE )
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{
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ImpactLimbIndex = ImpactSoundCoolDowns.Find('BoneName', CollidingBoneName);
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if( ImpactLimbIndex == INDEX_NONE )
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{
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ImpactLimbIndex = ImpactSoundCoolDowns.Add( 1 );
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ImpactSoundCoolDowns[ ImpactLimbIndex ].BoneName = CollidingBoneName;
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ImpactSoundCoolDowns[ ImpactLimbIndex ].LastImpactSoundTime = P.WorldInfo.TimeSeconds;
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if( DismemberedPartImpactSound != none )
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{
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P.PlaySoundBase( DismemberedPartImpactSound, true,,, ImpactLoc );
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}
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}
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else if( P.WorldInfo.TimeSeconds - ImpactSoundCoolDowns[ImpactLimbIndex].LastImpactSoundTime > 0.5 )
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{
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ImpactSoundCoolDowns[ ImpactLimbIndex ].LastImpactSoundTime = P.WorldInfo.TimeSeconds;
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if( DismemberedPartImpactSound != none )
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{
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P.PlaySoundBase( DismemberedPartImpactSound, true,,, ImpactLoc );
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}
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}
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}
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}
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simulated function PlayGibletCollisionSound( KFGiblet Gib, vector ImpactLoc )
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{
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Gib.PlaySoundBase(DismemberedPartImpactSound, true,,, ImpactLoc);
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}
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function PlayHeadPopSounds( Pawn P, vector SoundLoc )
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{
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if( HeadPopSound != none )
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{
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P.PlaySoundBase( HeadPopSound, true,,, SoundLoc );
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}
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PlayBloodSpraySound( P );
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}
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function PlayCleaveSound( Pawn P, vector SoundLoc )
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{
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if( CleaveSound != none )
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{
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P.PlaySoundBase( CleaveSound, true,,, SoundLoc );
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}
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PlayBloodSpraySound( P );
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}
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function bool ShouldPlayCleaveSound( name DismemberBoneName )
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{
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return DismemberBoneName == 'Spine1'
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|| DismemberBoneName == 'LeftShoulder'
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|| DismemberBoneName == 'RightShoulder';
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}
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function PlayObliterationSound( Pawn P, optional bool bNotReplicated=TRUE )
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{
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if( ObliterationSound != none )
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{
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P.PlaySoundBase( ObliterationSound, bNotReplicated,,, P.Location );
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}
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}
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function PlayBloodSpraySound( Pawn P )
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{
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if( BloodSpraySound != none )
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{
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P.PlaySoundBase( BloodSpraySound, true ); // attach to bone?
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}
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}
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defaultproperties
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{
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FootstepSounds(0)=(MaterialType=EMT_None, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt')
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FootstepSounds(1)=(MaterialType=EMT_Rock, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Brick')
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FootstepSounds(2)=(MaterialType=EMT_Dust, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt')
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FootstepSounds(3)=(MaterialType=EMT_Mud, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Mud')
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FootstepSounds(4)=(MaterialType=EMT_Grass, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Grass')
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FootstepSounds(5)=(MaterialType=EMT_Water, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Water')
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FootstepSounds(6)=(MaterialType=EMT_WaterShallow, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Water')
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FootstepSounds(7)=(MaterialType=EMT_Snow, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Snow')
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FootstepSounds(8)=(MaterialType=EMT_Ice, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Snow')
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FootstepSounds(9)=(MaterialType=EMT_Concrete, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Stone')
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FootstepSounds(10)=(MaterialType=EMT_Gravel, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Stone')
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FootstepSounds(11)=(MaterialType=EMT_Rubber, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Flesh')
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FootstepSounds(12)=(MaterialType=EMT_Asphalt, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Brick')
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MaxFootstepSoundRanges=(X=1500.f,Y=1500.f)
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DefaultFootstepSound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt'
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DefaultSprintingFootstepSound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt'
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DefaultHandstepSound=AkEvent'WW_ZED_Crawler.Play_ZED_Crawler_Sfx_Footstep'
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JumpingSounds(0)=(MaterialType=EMT_None, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt')
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JumpingSounds(1)=(MaterialType=EMT_Rock, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Brick')
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JumpingSounds(2)=(MaterialType=EMT_Dust, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt')
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JumpingSounds(3)=(MaterialType=EMT_Mud, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Mud')
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JumpingSounds(4)=(MaterialType=EMT_Grass, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Grass')
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JumpingSounds(5)=(MaterialType=EMT_Water, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Water')
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JumpingSounds(6)=(MaterialType=EMT_WaterShallow, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Water')
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JumpingSounds(7)=(MaterialType=EMT_Snow, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Snow')
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JumpingSounds(8)=(MaterialType=EMT_Ice, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Snow')
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JumpingSounds(9)=(MaterialType=EMT_Concrete, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Stone')
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JumpingSounds(10)=(MaterialType=EMT_Gravel, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Stone')
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JumpingSounds(11)=(MaterialType=EMT_Rubber, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Flesh')
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JumpingSounds(12)=(MaterialType=EMT_Asphalt, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Brick')
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DefaultJumpingSound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt'
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LandingSounds(0)=(MaterialType=EMT_None, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt')
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LandingSounds(1)=(MaterialType=EMT_Rock, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Brick')
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LandingSounds(2)=(MaterialType=EMT_Dust, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt')
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LandingSounds(3)=(MaterialType=EMT_Mud, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Mud')
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LandingSounds(4)=(MaterialType=EMT_Grass, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Grass')
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LandingSounds(5)=(MaterialType=EMT_Water, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Water')
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LandingSounds(6)=(MaterialType=EMT_WaterShallow, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Water')
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LandingSounds(7)=(MaterialType=EMT_Snow, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Snow')
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LandingSounds(8)=(MaterialType=EMT_Ice, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Snow')
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LandingSounds(9)=(MaterialType=EMT_Concrete, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Stone')
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LandingSounds(10)=(MaterialType=EMT_Gravel, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Stone')
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LandingSounds(11)=(MaterialType=EMT_Rubber, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Flesh')
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LandingSounds(12)=(MaterialType=EMT_Asphalt, Sound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Brick')
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DefaultLandingSound=AkEvent'WW_MVT_Footstep.Play_Boot_Walk_Dirt'
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DyingSound=AkEvent'WW_ZED_Clot_Alpha.ZED_Clot_Alpha_SFX_Death'
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MouthlessDyingSound=AkEvent'WW_ZED_Clot_Alpha.ZED_Clot_Alpha_SFX_Death_Headless'
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BleedoutDyingSound=AkEvent'WW_ZED_Clot_Alpha.ZED_Clot_Alpha_SFX_Bleeding'
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GibSound=AkEvent'WW_ZED_Clot_Alpha.ZED_Clot_Alpha_SFX_Melee_Impact'
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GaspSound=none
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EntranceSound=none
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DismembermentSound=AkEvent'WW_ZED_Gore.Gore_Dismemberment_Hit'
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BloodSpraySound=AkEvent'WW_ZED_Gore.Gore_Blood_Spray'
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DismemberedPartImpactSound=AkEvent'WW_ZED_Gore.Gore_Body_Part_Solid_Impact'
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VisceraImpactSound=AkEvent'WW_ZED_Gore.Gore_Body_Part_Squish_Impact'
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HeadPopSound=AkEvent'WW_ZED_Gore.Gore_Head_Explode'
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RagdollImpactSound=AkEvent'WW_ZED_Gore.Gore_Body_Full_Impact'
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CleaveSound=AkEvent'WW_ZED_Gore.Gore_Blood_Guts_Heavy'
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ObliterationSound=None
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} |