20 if (!
string.IsNullOrEmpty(soundMaterialName)) {
22 if (!
string.IsNullOrEmpty(value2)) {
23 float pitch =
m_random.Float(-0.2f, 0.2f);
24 m_subsystemAudio.PlayRandomSound(value2, 0.5f * loudnessMultiplier, pitch, position, 5f * loudnessMultiplier,
true);
31 if (!
string.IsNullOrEmpty(footstepSoundMaterialName)) {
33 .GetValue<string>(footstepSoundMaterialName,
null);
34 if (
string.IsNullOrEmpty(value)) {
37 if (!
string.IsNullOrEmpty(value)) {
38 float pitch =
m_random.Float(-0.2f, 0.2f);
41 0.75f * loudnessMultiplier,
44 2f * loudnessMultiplier,
50 if (!
string.IsNullOrEmpty(value2)) {
51 float volume = 0.7f * loudnessMultiplier * MathF.Pow(componentPlayer.ComponentVitalStats.Wetness, 4f);
57 2f * loudnessMultiplier,
76 return "WoodenLadder";
87 if (
string.IsNullOrEmpty(soundMaterialName)
92 if (!
string.IsNullOrEmpty(soundMaterialName)) {
93 return soundMaterialName;
virtual string GetSoundMaterialName(SubsystemTerrain subsystemTerrain, int value)
virtual ? int StandingOnValue
virtual float ImmersionDepth
virtual FluidBlock ImmersionFluidBlock
ComponentBody ComponentBody
ComponentLocomotion ComponentLocomotion
ComponentCreatureSounds ComponentCreatureSounds
ComponentVitalStats ComponentVitalStats
string GetFootstepSoundMaterialName(ComponentCreature componentCreature)
SubsystemTerrain m_subsystemTerrain
override void Load(ValuesDictionary valuesDictionary)
SubsystemAudio m_subsystemAudio
void PlayImpactSound(int value, Vector3 position, float loudnessMultiplier)
bool PlayFootstepSound(ComponentCreature componentCreature, float loudnessMultiplier)
ValuesDictionary m_footstepSoundsValuesDictionary
ValuesDictionary m_impactsSoundsValuesDictionary
static int ExtractContents(int value)
static int ToCell(float x)
ValuesDictionary ValuesDictionary
ValuesDictionary ValuesDictionary