# Jedi Knight Cog Script # # prl_sectorsound.cog # Sylvicolus [PRL] 23 April 2001 # http://www.lactarius.com/sylvicolus/jk/ # # 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