Implement sound-playing API
There's no playSoundEffect-equivalent method in the actual client code. Instead, the client just adds some values to the 4 sfx arrays, removes any old queued sound effects, and then bumps the counter, which is what I've done as well.
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/*
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* Copyright (c) 2018, SomeoneWithAnInternetConnection
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* Redistribution and use in source and binary forms, with or without
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package net.runelite.mixins;
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import net.runelite.api.mixins.Inject;
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import net.runelite.api.mixins.Mixin;
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import net.runelite.rs.api.RSClient;
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import net.runelite.rs.api.RSSoundEffect;
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@Mixin(RSClient.class)
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public abstract class PlaySoundEffectMixin implements RSClient
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{
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@Inject
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@Override
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public void playSoundEffect(int id)
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{
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playSoundEffect(id, 0, 0, 0);
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}
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@Inject
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@Override
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public void playSoundEffect(int id, int x, int y, int range)
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{
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int position = ((x & 255) << 16) + ((y & 255) << 8) + (range & 255);
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int[] queuedSoundEffectIDs = getQueuedSoundEffectIDs();
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int[] unknownSoundValues1 = getUnknownSoundValues1();
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int[] unknownSoundValues2 = getUnknownSoundValues2();
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RSSoundEffect[] audioEffects = getAudioEffects();
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int[] soundLocations = getSoundLocations();
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int queuedSoundEffectCount = getQueuedSoundEffectCount();
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queuedSoundEffectIDs[queuedSoundEffectCount] = id;
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unknownSoundValues1[queuedSoundEffectCount] = 0;
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unknownSoundValues2[queuedSoundEffectCount] = 0;
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audioEffects[queuedSoundEffectCount] = null;
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soundLocations[queuedSoundEffectCount] = position;
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setQueuedSoundEffectCount(queuedSoundEffectCount + 1);
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}
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}
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