# Jedi Knight Cog Script
#
# prl_sectorsound.cog
# Sylvicolus [PRL] 23 April 2001
#
# Sound triggered by activating switch. Use 1 or 2 switches.
# Activate switch again to turn sound off.
# Sound is heard inside of 1 to 4 sectors.
# Choose volume and wav sound.
#
# This cog is not supported by LucasArts Entertainment Co.
symbols
message activate
surface switch0 linkid=1
surface switch1 linkid=1
sector sector0 nolink
sector sector1 nolink
sector sector2 nolink
sector sector3 nolink
flex volume=1.0
sound wav0=00AlarmLoop03.WAV
int channel0 local
int channel1 local
int channel2 local
int channel3 local
int soundstatus=0 local
flex FadeOut=0.2 local
end
# ========================================================
code
startup:
setwallcel(switch0, 1);
if (switch1) setwallcel(switch1, 1);
return;
## Sets the switch mat to the 2nd cell, which is green or off position.
activate:
if (soundstatus==0) //turn on sound
{
soundstatus=1;
setwallcel(switch0, 0);
if (switch1) setwallcel(switch1, 0);
channel0 = SectorSound(sector0, wav0, volume);
if (sector1) channel1 = SectorSound(sector1, wav0, volume);
if (sector2) channel2 = SectorSound(sector2, wav0, volume);
if (sector3) channel3 = SectorSound(sector3, wav0, volume);
}
else //turn off sound
{
soundstatus=0;
setwallcel(switch0, 1);
if (switch1) setwallcel(switch1, 1);
StopSound(channel0,FadeOut);
if (sector1) StopSound(channel1,FadeOut);
if (sector2) StopSound(channel2,FadeOut);
if (sector3) StopSound(channel3,FadeOut);
}
return;
end
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