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if (!isServer) exitWith {}; | |
PZG_EnableSound = true; | |
params ["_logic"]; | |
private _allSounds = [ | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions1.wss", 20], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions2.wss", 23], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions3.wss", 22], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions4.wss", 15], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions5.wss", 27], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight1.wss", 16], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight2.wss", 14], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight3.wss", 18], | |
["A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight4.wss", 50] | |
]; | |
private _fncPlaySound = { | |
params ["_logic", "_allSounds", "_fncPlaySound", "_selectedSound"]; | |
_selectedSound params ["_soundFile", "_soundDuration"]; | |
if (PZG_EnableSound) then { | |
playSound3D [_soundFile, objNull, true, getPosASL _logic, 1, 1, 5000]; | |
}; | |
private _nextSound = selectRandom _allSounds; | |
[_fncPlaySound, [_logic, _allSounds, _fncPlaySound, _nextSound], _soundDuration] call CBA_fnc_waitAndExecute; | |
}; | |
[_logic, _allSounds, _fncPlaySound, selectRandom _allSounds] call _fncPlaySound; |
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