Clients/Client2018/content/avatar/scripts/characterSound.rbxmx

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<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.roblox.com/roblox.xsd" version="4">
<External>null</External>
<External>nil</External>
<Item class="Script" referent="RBXf11428b7b777457c8d872c64386aa070">
<Properties>
<bool name="Disabled">false</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">Sound</string>
<string name="ScriptGuid"></string>
<ProtectedString name="Source"><![CDATA[--[[
Author: @spotco
This script creates sounds which are placed under the character head.
These sounds are used by the "LocalSound" script.
To modify this script, copy it to your "StarterPlayer/StarterCharacterScripts" folder keeping the same script name ("Sound").
The default Sound script loaded for every character will then be replaced with your copy of the script.
]]--
function CreateNewSound(name, id, looped, pitch, parent)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.Name = name
sound.archivable = false
sound.Parent = parent
sound.Pitch = pitch
sound.Looped = looped
sound.MinDistance = 5
sound.MaxDistance = 150
sound.Volume = 0.65
return sound
end
local head = script.Parent:FindFirstChild("Head")
if head == nil then
error("Sound script parent has no child Head.")
return
end
CreateNewSound("GettingUp", "rbxasset://sounds/action_get_up.mp3", false, 1, head)
CreateNewSound("Died", "rbxasset://sounds/uuhhh.mp3", false, 1, head)
CreateNewSound("FreeFalling", "rbxasset://sounds/action_falling.mp3", true, 1, head)
CreateNewSound("Jumping", "rbxasset://sounds/action_jump.mp3", false, 1, head)
CreateNewSound("Landing", "rbxasset://sounds/action_jump_land.mp3", false, 1, head)
CreateNewSound("Splash", "rbxasset://sounds/impact_water.mp3", false, 1, head)
CreateNewSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3", true, 1.85, head)
CreateNewSound("Swimming", "rbxasset://sounds/action_swim.mp3", true, 1.6, head)
CreateNewSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3", true, 1, head)]]></ProtectedString>
</Properties>
<Item class="LocalScript" referent="RBXcf674087fdd94888aaa89ff050d72c40">
<Properties>
<bool name="Disabled">false</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">LocalSound</string>
<string name="ScriptGuid"></string>
<ProtectedString name="Source"><![CDATA[--[[
Author: @spotco
This script runs locally for the player of the given humanoid.
This script triggers humanoid sound play/pause actions locally.
The Playing/TimePosition properties of Sound objects bypass FilteringEnabled, so this triggers the sound
immediately for the player and is replicated to all other players.
This script is optimized to reduce network traffic through minimizing the amount of property replication.
]]--
--All sounds are referenced by this ID
local SFX = {
Died = 0;
Running = 1;
Swimming = 2;
Climbing = 3,
Jumping = 4;
GettingUp = 5;
FreeFalling = 6;
FallingDown = 7;
Landing = 8;
Splash = 9;
}
local Humanoid = nil
local Head = nil
--SFX ID to Sound object
local Sounds = {}
do
local Figure = script.Parent.Parent
Head = Figure:WaitForChild("Head")
while not Humanoid do
for _,NewHumanoid in pairs(Figure:GetChildren()) do
if NewHumanoid:IsA("Humanoid") then
Humanoid = NewHumanoid
break
end
end
Figure.ChildAdded:wait()
end
Sounds[SFX.Died] = Head:WaitForChild("Died")
Sounds[SFX.Running] = Head:WaitForChild("Running")
Sounds[SFX.Swimming] = Head:WaitForChild("Swimming")
Sounds[SFX.Climbing] = Head:WaitForChild("Climbing")
Sounds[SFX.Jumping] = Head:WaitForChild("Jumping")
Sounds[SFX.GettingUp] = Head:WaitForChild("GettingUp")
Sounds[SFX.FreeFalling] = Head:WaitForChild("FreeFalling")
Sounds[SFX.Landing] = Head:WaitForChild("Landing")
Sounds[SFX.Splash] = Head:WaitForChild("Splash")
end
local Util
Util = {
--Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this at x.
YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y)
--(y - y1)/(x - x1) = m
local m = (pt1y - pt2y) / (pt1x - pt2x)
--float b = pt1.y - m * pt1.x;
local b = (pt1y - m * pt1x)
return m * x + b
end;
--Clamps the value of "val" between the "min" and "max"
Clamp = function(val,min,max)
return math.min(max,math.max(min,val))
end;
--Gets the horizontal (x,z) velocity magnitude of the given part
HorizontalSpeed = function(Head)
local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0)
return hVel.magnitude
end;
--Gets the vertical (y) velocity magnitude of the given part
VerticalSpeed = function(Head)
return math.abs(Head.Velocity.Y)
end;
--Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop
--If these properties are enabled, use them.
Play = function(sound)
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
if not sound.IsPlaying then
sound.Playing = true
end
end;
Pause = function(sound)
if sound.IsPlaying then
sound.Playing = false
end
end;
Resume = function(sound)
if not sound.IsPlaying then
sound.Playing = true
end
end;
Stop = function(sound)
if sound.IsPlaying then
sound.Playing = false
end
if sound.TimePosition ~= 0 then
sound.TimePosition = 0
end
end;
}
do
-- List of all active Looped sounds
local playingLoopedSounds = {}
-- Last seen Enum.HumanoidStateType
local activeState = nil
-- Verify and set that "sound" is in "playingLoopedSounds".
function setSoundInPlayingLoopedSounds(sound)
for i=1, #playingLoopedSounds do
if playingLoopedSounds[i] == sound then
return
end
end
table.insert(playingLoopedSounds,sound)
end
-- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped.
function stopPlayingLoopedSoundsExcept(except)
for i=#playingLoopedSounds,1,-1 do
if playingLoopedSounds[i] ~= except then
Util.Pause(playingLoopedSounds[i])
table.remove(playingLoopedSounds,i)
end
end
end
-- Table of Enum.HumanoidStateType to handling function
local stateUpdateHandler = {
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.Died]
Util.Play(sound)
end;
[Enum.HumanoidStateType.RunningNoPhysics] = function()
stateUpdated(Enum.HumanoidStateType.Running)
end;
[Enum.HumanoidStateType.Running] = function()
local sound = Sounds[SFX.Running]
stopPlayingLoopedSoundsExcept(sound)
if Util.HorizontalSpeed(Head) > 0.5 then
Util.Resume(sound)
setSoundInPlayingLoopedSounds(sound)
else
stopPlayingLoopedSoundsExcept()
end
end;
[Enum.HumanoidStateType.Swimming] = function()
if activeState ~= Enum.HumanoidStateType.Swimming and Util.VerticalSpeed(Head) > 0.1 then
local splashSound = Sounds[SFX.Splash]
splashSound.Volume = Util.Clamp(
Util.YForLineGivenXAndTwoPts(
Util.VerticalSpeed(Head),
100, 0.28,
350, 1),
0,1)
Util.Play(splashSound)
end
do
local sound = Sounds[SFX.Swimming]
stopPlayingLoopedSoundsExcept(sound)
Util.Resume(sound)
setSoundInPlayingLoopedSounds(sound)
end
end;
[Enum.HumanoidStateType.Climbing] = function()
local sound = Sounds[SFX.Climbing]
if Util.VerticalSpeed(Head) > 0.1 then
Util.Resume(sound)
stopPlayingLoopedSoundsExcept(sound)
else
stopPlayingLoopedSoundsExcept()
end
setSoundInPlayingLoopedSounds(sound)
end;
[Enum.HumanoidStateType.Jumping] = function()
if activeState == Enum.HumanoidStateType.Jumping then
return
end
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.Jumping]
Util.Play(sound)
end;
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSoundsExcept()
local sound = Sounds[SFX.GettingUp]
Util.Play(sound)
end;
[Enum.HumanoidStateType.Freefall] = function()
if activeState == Enum.HumanoidStateType.Freefall then
return
end
local sound = Sounds[SFX.FreeFalling]
sound.Volume = 0
stopPlayingLoopedSoundsExcept()
end;
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSoundsExcept()
end;
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSoundsExcept()
if Util.VerticalSpeed(Head) > 75 then
local landingSound = Sounds[SFX.Landing]
landingSound.Volume = Util.Clamp(
Util.YForLineGivenXAndTwoPts(
Util.VerticalSpeed(Head),
50, 0,
100, 1),
0,1)
Util.Play(landingSound)
end
end;
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSoundsExcept()
end;
}
-- Handle state event fired or OnChange fired
function stateUpdated(state)
if stateUpdateHandler[state] ~= nil then
stateUpdateHandler[state]()
end
activeState = state
end
Humanoid.Died:connect( function() stateUpdated(Enum.HumanoidStateType.Dead) end)
Humanoid.Running:connect( function() stateUpdated(Enum.HumanoidStateType.Running) end)
Humanoid.Swimming:connect( function() stateUpdated(Enum.HumanoidStateType.Swimming) end)
Humanoid.Climbing:connect( function() stateUpdated(Enum.HumanoidStateType.Climbing) end)
Humanoid.Jumping:connect( function() stateUpdated(Enum.HumanoidStateType.Jumping) end)
Humanoid.GettingUp:connect( function() stateUpdated(Enum.HumanoidStateType.GettingUp) end)
Humanoid.FreeFalling:connect( function() stateUpdated(Enum.HumanoidStateType.Freefall) end)
Humanoid.FallingDown:connect( function() stateUpdated(Enum.HumanoidStateType.FallingDown) end)
-- required for proper handling of Landed event
Humanoid.StateChanged:connect(function(old, new)
stateUpdated(new)
end)
function onUpdate(stepDeltaSeconds, tickSpeedSeconds)
local stepScale = stepDeltaSeconds / tickSpeedSeconds
do
local sound = Sounds[SFX.FreeFalling]
if activeState == Enum.HumanoidStateType.Freefall then
if Head.Velocity.Y < 0 and Util.VerticalSpeed(Head) > 75 then
Util.Resume(sound)
--Volume takes 1.1 seconds to go from volume 0 to 1
local ANIMATION_LENGTH_SECONDS = 1.1
local normalizedIncrement = tickSpeedSeconds / ANIMATION_LENGTH_SECONDS
sound.Volume = Util.Clamp(sound.Volume + normalizedIncrement * stepScale, 0, 1)
else
sound.Volume = 0
end
else
Util.Pause(sound)
end
end
do
local sound = Sounds[SFX.Running]
if activeState == Enum.HumanoidStateType.Running then
if Util.HorizontalSpeed(Head) < 0.5 then
Util.Pause(sound)
end
end
end
end
local lastTick = tick()
local TICK_SPEED_SECONDS = 0.25
while true do
onUpdate(tick() - lastTick,TICK_SPEED_SECONDS)
lastTick = tick()
wait(TICK_SPEED_SECONDS)
end
end
]]></ProtectedString>
</Properties>
</Item>
</Item>
</roblox>