Comments (1)
The hailstone sequence function in question. SoLoud functions are abstracted away by other classes in my engine.
void HailStone()
{
static CSound* Bleep = CAssets::Get().CreateNamedSound( "bleep", "Audio/UI/Placeholder/Message.ogg" );
static SoundInstance BleepInstance = SoundInstance( Bleep );
static float LastBleep = -1.0f;
static auto Hailstone = Math::RandomRangeInteger( 1, 20000 );
if( LastBleep < 0.0f )
{
LastBleep = GetCurrentTime();
}
const auto BleepDelta = GetCurrentTime() - LastBleep;
if( Bleep && BleepDelta > 0.15f )
{
LastBleep = GetCurrentTime();
const auto HailstonePrevious = Hailstone;
if( Hailstone % 2 )
{
Hailstone = Hailstone * 3 + 1;
}
else
{
Hailstone /= 2;
}
if( Hailstone <= 1 )
{
Hailstone = Math::RandomRangeInteger( 1, 20000 );
}
const auto HailstoneDelta = abs( HailstonePrevious - Hailstone );
const auto Delta = StaticCast<float>( HailstoneDelta ) / 20000.0f;
auto Spatial = Spatial::CreateUI();
Spatial.Bus = Bus::Auxilery7;
Spatial.Rate = Delta * 100.0f;
if( Spatial.Rate > 0.1f )
{
Spatial.Volume = Math::Clamp( Spatial.Rate * 100.0f, 10.0f, 100.0f );
// BleepInstance.Stop( 0.1f );
BleepInstance.Start( Spatial );
}
}
}
from soloud.
Related Issues (20)
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- Fails when running with sudo HOT 2
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from soloud.