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@commy2
Last active June 28, 2016 06:58
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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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