Sound update
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@ -1,6 +1,6 @@
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All paks for development vesion:
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http://yvt.jp/files/programs/osppaks/DevPaks6.zip
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http://yvt.jp/files/programs/osppaks/DevPaks7.zip
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@ -111,7 +111,7 @@
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param.volume = 8.f;
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audioDevice.Play(fireSound, origin, param);
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param.volume = 1.f;
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param.volume = 3.f;
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audioDevice.Play(fireFarSound, origin, param);
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audioDevice.Play(fireStereoSound, origin, param);
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}
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@ -81,7 +81,8 @@
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private AudioDevice@ audioDevice;
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private Model@ model;
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private AudioChunk@ fireSound;
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private AudioChunk@[] fireSounds(4);
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private AudioChunk@[] fireMediumSounds(4);
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private AudioChunk@ fireFarSound;
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private AudioChunk@ fireStereoSound;
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private AudioChunk@[] fireMechSounds(4);
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@ -94,8 +95,22 @@
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("Models/Weapons/SMG/Weapon.kv6");
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@fireSound = dev.RegisterSound
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("Sounds/Weapons/SMG/Fire.wav");
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@fireSounds[0] = dev.RegisterSound
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("Sounds/Weapons/SMG/Fire1.wav");
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@fireSounds[1] = dev.RegisterSound
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("Sounds/Weapons/SMG/Fire2.wav");
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@fireSounds[2] = dev.RegisterSound
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("Sounds/Weapons/SMG/Fire3.wav");
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@fireSounds[3] = dev.RegisterSound
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("Sounds/Weapons/SMG/Fire4.wav");
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@fireMediumSounds[0] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireMedium1.wav");
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@fireMediumSounds[1] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireMedium2.wav");
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@fireMediumSounds[2] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireMedium3.wav");
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@fireMediumSounds[3] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireMedium4.wav");
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@fireFarSound = dev.RegisterSound
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("Sounds/Weapons/SMG/FireFar.wav");
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@fireStereoSound = dev.RegisterSound
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@ -103,14 +118,6 @@
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@reloadSound = dev.RegisterSound
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("Sounds/Weapons/SMG/Reload.wav");
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@fireMechSounds[0] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech1.wav");
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@fireMechSounds[1] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech2.wav");
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@fireMechSounds[2] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech3.wav");
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@fireMechSounds[3] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech4.wav");
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}
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void Update(float dt) {
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@ -120,17 +127,14 @@
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if(!muted){
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Vector3 origin = originMatrix * Vector3(0.f, 0.f, 0.f);
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AudioParam param;
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param.volume = 8.f;
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audioDevice.Play(fireSound, origin, param);
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param.volume = 4.f;
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audioDevice.Play(fireMediumSounds[GetRandom(fireMediumSounds.length)], origin, param);
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param.volume = 1.f;
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param.volume = .8f;
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param.referenceDistance = 5.f;
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audioDevice.Play(fireFarSound, origin, param);
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audioDevice.Play(fireStereoSound, origin, param);
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AudioChunk@ mechSound;
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@mechSound = fireMechSounds[GetRandom(fireMechSounds.length)];
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param.volume = 1.4;
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audioDevice.Play(mechSound, origin, param);
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}
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}
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void ReloadingWeapon() {
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@ -28,10 +28,9 @@
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private Model@ gunModel;
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private Model@ magazineModel;
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private AudioChunk@ fireSound;
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private AudioChunk@[] fireSounds(4);
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private AudioChunk@ fireFarSound;
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private AudioChunk@ fireStereoSound;
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private AudioChunk@[] fireMechSounds(4);
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private AudioChunk@ reloadSound;
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ViewSMGSkin(Renderer@ r, AudioDevice@ dev) {
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@ -42,8 +41,14 @@
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@magazineModel = renderer.RegisterModel
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("Models/Weapons/SMG/Magazine.kv6");
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@fireSound = dev.RegisterSound
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("Sounds/Weapons/SMG/FireLocal.wav");
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@fireSounds[0] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireLocal1.wav");
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@fireSounds[1] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireLocal2.wav");
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@fireSounds[2] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireLocal3.wav");
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@fireSounds[3] = dev.RegisterSound
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("Sounds/Weapons/SMG/FireLocal4.wav");
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@fireFarSound = dev.RegisterSound
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("Sounds/Weapons/SMG/FireFar.wav");
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@fireStereoSound = dev.RegisterSound
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@ -51,14 +56,6 @@
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@reloadSound = dev.RegisterSound
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("Sounds/Weapons/SMG/ReloadLocal.wav");
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@fireMechSounds[0] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech1.wav");
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@fireMechSounds[1] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech2.wav");
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@fireMechSounds[2] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech3.wav");
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@fireMechSounds[3] = dev.RegisterSound
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("Sounds/Weapons/SMG/Mech4.wav");
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}
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void Update(float dt) {
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@ -72,16 +69,12 @@
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Vector3 origin = Vector3(0.4f, -0.3f, 0.5f);
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AudioParam param;
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param.volume = 8.f;
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audioDevice.PlayLocal(fireSound, origin, param);
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audioDevice.PlayLocal(fireSounds[GetRandom(fireSounds.length)], origin, param);
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param.volume = 1.f;
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param.volume = 1.5f;
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audioDevice.PlayLocal(fireFarSound, origin, param);
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audioDevice.PlayLocal(fireStereoSound, origin, param);
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AudioChunk@ mechSound;
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@mechSound = fireMechSounds[GetRandom(fireMechSounds.length)];
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param.volume = 1.4;
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audioDevice.PlayLocal(mechSound, origin, param);
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}
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}
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@ -79,7 +79,7 @@
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Vector3 origin = Vector3(0.4f, -0.3f, 0.5f);
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AudioParam param;
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param.volume = 0.2f;
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audioDevice.PlayLocal(fireSound, origin, param);
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audioDevice.PlayLocal(reloadSound, origin, param);
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}
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}
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@ -3883,26 +3883,35 @@ namespace spades {
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GrenadeExplosion(g->GetPosition());
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if(!IsMuted()){
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Handle<IAudioChunk> c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/Explode.wav");
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Handle<IAudioChunk> c = audioDevice->RegisterSound((rand()&32)?"Sounds/Weapons/Grenade/Explode1.wav":
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"Sounds/Weapons/Grenade/Explode2.wav");
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AudioParam param;
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param.volume = 10.f;
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param.referenceDistance = 5.f;
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audioDevice->Play(c, g->GetPosition(),
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param);
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/ExplodeStereo.wav");
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audioDevice->Play(c, g->GetPosition(),
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param);
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/ExplodeFar.wav");
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param.volume = 40.f;
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param.volume = .3f;
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param.referenceDistance = 50.f;
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audioDevice->Play(c, g->GetPosition(),
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param);
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/ExplodeStereo.wav");
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param.volume = 40.f;
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/ExplodeFarStereo.wav");
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param.volume = .3f;
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param.referenceDistance = 50.f;
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audioDevice->Play(c, g->GetPosition(),
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param);
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// debri sound
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c = audioDevice->RegisterSound("Sounds/Weapons/Grenade/Debris.wav");
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param.volume = 5.f;
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param.referenceDistance = 1.f;
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IntVector3 outPos;
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Vector3 soundPos = g->GetPosition();
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if(world->GetMap()->CastRay(soundPos,
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