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@ -2403,6 +2403,9 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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void CPlayerInterface::showComp(SComponent comp)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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CGI->mush->playSoundFromSet(CGI->mush->pickup_sounds);
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adventureInt->infoBar.showComp(&comp,4000);
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}
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@ -37,6 +37,10 @@ void CMusicHandler::initMusics()
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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// Vectors for helper(s)
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pickup_sounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
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soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
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//AITheme0 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITheme0.mp3");
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//AITheme1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME1.mp3");
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//AITheme2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME2.mp3");
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@ -80,7 +84,7 @@ void CMusicHandler::initMusics()
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//winBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Battle.mp3");
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//winScenario = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Scenario.mp3");
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// Map sounds
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// Load sounds
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sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
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}
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@ -137,3 +141,9 @@ int CMusicHandler::playSound(soundBase::soundNames soundID)
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return channel;
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}
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// Helper. Randomly select a sound from an array and play it
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int CMusicHandler::playSoundFromSet(std::vector<soundBase::soundNames> &sound_vec)
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{
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return playSound(sound_vec[rand() % sound_vec.size()]);
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}
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@ -42,6 +42,10 @@ public:
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// Sounds
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int playSound(soundBase::soundNames soundID); // plays sound wavs from Heroes3.snd
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int playSoundFromSet(std::vector<soundBase::soundNames> &sound_vec);
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// Sets
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std::vector<soundBase::soundNames> pickup_sounds;
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};
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#endif // __CMUSICHANDLER_H__
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