Game Development Community

Playing Targeting Sounds

by Anthony Rosenbaum · in Torque Game Engine · 07/16/2003 (6:14 am) · 0 replies

I have been working on SeekerProjectiles and am at a point now where I need to add some sound. I want the player which is "being targeted" to play a warning sound. But all I get right now is the player who "targets" to play the sound here is my code
from from ShapBaseImageData::updateImageState()
...
ShapeBase* target = NULL;//target
Player* playerTarget = NULL;//player target
...
 SimSetIterator itr(Sim::getServerTargetSet());    
   if(!isServerObject())    
     itr = SimSetIterator(Sim::getClientTargetSet()); 
        for (; *itr; ++itr) { 
            if ((*itr)->getType() & imageData.lockObjectType) { 
	ShapeBase* shape = static_cast<ShapeBase*>(*itr);
			
	if((*itr)->getType() & PlayerObjectType)
	playerTarget = static_cast<Player*>(*itr)
...
if(playerTarget != NULL)
playerTarget->beingTargeted = true;
else
playerTarget->beingTargeted = false;
...

then in Player::updateTargetingSounds()
...
if(beingTargeted)
{
if (mDataBlock->sound[PlayerData::TargetedSound])
{
   if (!mTargetedSound)
    {
     mTargetedSound = alxPlay(mDataBlock->sound[PlayerData::TargetedSound], &getTransform());

     alxSourceMatrixF(mTargetedSound, &getTransform());
     }
}
}else
{
	if(mTargetedSound)
	{
	alxStop(mTargetedSound);
	mTargetedSound = 0;
	}
}
...