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Initial CStreamAudioManager implementation

This commit is contained in:
Jack Andersen
2017-01-15 22:40:33 -10:00
parent 7db63f3663
commit 01c31b4fc5
15 changed files with 1204 additions and 200 deletions

View File

@@ -1804,16 +1804,18 @@ CEntity* ScriptLoader::LoadStreamedAudio(CStateManager& mgr, CInputStream& in, i
return nullptr;
const std::string name = mgr.HashInstanceName(in);
bool b1 = in.readBool();
bool active = in.readBool();
std::string fileName = in.readString();
bool b2 = in.readBool();
float f1 = in.readFloatBig();
float f2 = in.readFloatBig();
u32 w1 = in.readUint32Big();
u32 w2 = in.readUint32Big();
bool b3 = in.readBool();
bool noStopOnDeactivate = in.readBool();
float fadeIn = in.readFloatBig();
float fadeOut = in.readFloatBig();
u32 volume = in.readUint32Big();
u32 oneShot = in.readUint32Big();
bool music = in.readBool();
return new CScriptStreamedMusic(mgr.AllocateUniqueId(), info, name, b1, fileName, b2, f1, f2, w1, !w2, b3);
return new CScriptStreamedMusic(mgr.AllocateUniqueId(), info, name,
active, fileName, noStopOnDeactivate,
fadeIn, fadeOut, volume, !oneShot, music);
}
CEntity* ScriptLoader::LoadRepulsor(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info)