Definition at line 104 of file ActiveSound.cs.
105 {
107 {
108 return;
109 }
111 {
112 Sound.Stop(immediate: true);
113 return;
114 }
115 Vector2 value = Main.screenPosition +
new Vector2(Main.screenWidth / 2, Main.screenHeight / 2);
116 float num = 1f;
118 {
119 float value2 = (Position.X -
value.X) / ((
float)Main.screenWidth * 0.5f);
121 Sound.Pan = value2;
123 num = 1f - num2 / ((float)Main.screenWidth * 1.5f);
124 }
125 num *= Style.Volume *
Volume;
127 {
128 case SoundType.Sound:
129 num *= Main.soundVolume;
130 break;
131 case SoundType.Ambient:
132 num *= Main.ambientVolume;
133 break;
134 case SoundType.Music:
135 num *= Main.musicVolume;
136 break;
137 }
139 Sound.Volume = num;
141 }
static float Clamp(float value, float min, float max)
SoundEffectInstance Sound
LoopedPlayCondition Condition
static float Distance(Vector2 value1, Vector2 value2)
References Terraria.Main.ambientVolume, Microsoft.Xna.Framework.MathHelper.Clamp(), Terraria.Audio.ActiveSound.Condition, Microsoft.Xna.Framework.Vector2.Distance(), Terraria.Audio.ActiveSound.IsGlobal, Terraria.Main.musicVolume, Terraria.Audio.ActiveSound.Pitch, Terraria.Main.screenHeight, Terraria.Main.screenWidth, Terraria.Audio.ActiveSound.Sound, Terraria.Main.soundVolume, Terraria.Audio.ActiveSound.Style, Terraria.Audio.SoundStyle.Type, and Terraria.Audio.ActiveSound.Volume.
Referenced by Terraria.Audio.ActiveSound.Play(), and Terraria.Audio.ActiveSound.PlayLooped().