Roll for each region sound

fix-osga-rotate-wildly
Evil Eye 2 months ago
parent dce0a9e11e
commit f9da2b6b26

@ -157,6 +157,7 @@
Bug #7840: First run of the launcher doesn't save viewing distance as the default value
Bug #7841: Editor: "Dirty" water heights are saved in modified CELLs
Bug #7859: AutoCalc flag is not used to calculate potion value
Bug #7872: Region sounds use wrong odds
Feature #2566: Handle NAM9 records for manual cell references
Feature #3537: Shader-based water ripples
Feature #5173: Support for NiFogProperty

@ -4,29 +4,18 @@
#include <components/fallback/fallback.hpp>
#include <components/misc/rng.hpp>
#include <algorithm>
#include <numeric>
#include "../mwbase/environment.hpp"
#include "../mwworld/esmstore.hpp"
namespace MWSound
{
namespace
{
int addChance(int result, const ESM::Region::SoundRef& v)
{
return result + v.mChance;
}
}
RegionSoundSelector::RegionSoundSelector()
: mMinTimeBetweenSounds(Fallback::Map::getFloat("Weather_Minimum_Time_Between_Environmental_Sounds"))
, mMaxTimeBetweenSounds(Fallback::Map::getFloat("Weather_Maximum_Time_Between_Environmental_Sounds"))
{
}
std::optional<ESM::RefId> RegionSoundSelector::getNextRandom(float duration, const ESM::RefId& regionName)
ESM::RefId RegionSoundSelector::getNextRandom(float duration, const ESM::RefId& regionName)
{
mTimePassed += duration;
@ -49,28 +38,11 @@ namespace MWSound
if (region == nullptr)
return {};
if (mSumChance == 0)
for (const ESM::Region::SoundRef& sound : region->mSoundList)
{
mSumChance = std::accumulate(region->mSoundList.begin(), region->mSoundList.end(), 0, addChance);
if (mSumChance == 0)
return {};
if (Misc::Rng::roll0to99() < sound.mChance)
return sound.mSound;
}
const int r = Misc::Rng::rollDice(std::max(mSumChance, 100));
int pos = 0;
const auto isSelected = [&](const ESM::Region::SoundRef& sound) {
if (r - pos < sound.mChance)
return true;
pos += sound.mChance;
return false;
};
const auto it = std::find_if(region->mSoundList.begin(), region->mSoundList.end(), isSelected);
if (it == region->mSoundList.end())
return {};
return it->mSound;
return {};
}
}

@ -2,7 +2,6 @@
#define GAME_SOUND_REGIONSOUNDSELECTOR_H
#include <components/esm/refid.hpp>
#include <optional>
#include <string>
namespace MWBase
@ -15,7 +14,7 @@ namespace MWSound
class RegionSoundSelector
{
public:
std::optional<ESM::RefId> getNextRandom(float duration, const ESM::RefId& regionName);
ESM::RefId getNextRandom(float duration, const ESM::RefId& regionName);
RegionSoundSelector();

@ -900,8 +900,9 @@ namespace MWSound
if (mCurrentRegionSound && mOutput->isSoundPlaying(mCurrentRegionSound))
return;
if (const auto next = mRegionSoundSelector.getNextRandom(duration, cell->getRegion()))
mCurrentRegionSound = playSound(*next, 1.0f, 1.0f);
ESM::RefId next = mRegionSoundSelector.getNextRandom(duration, cell->getRegion());
if (!next.empty())
mCurrentRegionSound = playSound(next, 1.0f, 1.0f);
}
void SoundManager::updateWaterSound()

Loading…
Cancel
Save