api: add method to play sound effects while volume is muted
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@@ -982,6 +982,15 @@ public interface Client extends GameEngine
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*/
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void playSoundEffect(int id, int x, int y, int range, int delay);
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/**
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* Plays a sound effect, even if the player's sound effect volume is muted.
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*
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* @param id the ID of the sound effect - {@link SoundEffectID}
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* @param volume the volume to play the sound effect at, see {@link SoundEffectVolume} for values used
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* in the settings interface. if the sound effect volume is not muted, uses the set volume
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*/
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void playSoundEffect(int id, int volume);
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/**
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* Gets the clients graphic buffer provider.
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*
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@@ -0,0 +1,37 @@
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/*
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* Copyright (c) 2018, trimbe <github.com/trimbe>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.api;
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/**
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* Volume values for each of the stops on the volume interface
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*/
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public final class SoundEffectVolume
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{
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public static final int MUTED = 0;
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public static final int LOW = 32;
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public static final int MEDIUM_LOW = 64;
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public static final int MEDIUM_HIGH = 96;
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public static final int HIGH = 127;
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}
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