Makes sounds with a low enough volume only audible within line of sight (#6515)

It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.

All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.

This needs a test merge to see how badly I broke shit.
This commit is contained in:
Erki
2019-07-13 17:50:01 +03:00
committed by GitHub
parent d67d9e7061
commit 514e1f2aa4
8 changed files with 153 additions and 105 deletions
+4 -6
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@@ -108,7 +108,6 @@ var/datum/controller/subsystem/explosives/SSexplosives
// 3/7/14 will calculate to 80 + 35
var/volume = 10 + (power * 20)
var/frequency = get_rand_frequency()
var/closedist = round(max_range + world.view - 2, 1)
//Whether or not this explosion causes enough vibration to send sound or shockwaves through the station
@@ -150,11 +149,11 @@ var/datum/controller/subsystem/explosives/SSexplosives
if (reception == 2 && (M.ear_deaf <= 0 || !M.ear_deaf))//Dont play sounds to deaf people
// If inside the blast radius + world.view - 2
if(dist <= closedist)
M.playsound_local(epicenter, get_sfx("explosion"), min(100, volume), 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
M.playsound_simple(epicenter, get_sfx("explosion"), min(100, volume), use_random_freq = TRUE, falloff = 5)
//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else
volume = M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', volume, 1, frequency, usepressure = 0, falloff = 1000)
volume = M.playsound_simple(epicenter, 'sound/effects/explosionfar.ogg', volume, use_random_freq = TRUE, falloff = 1000, use_pressure = FALSE)
//Playsound local will return the final volume the sound is actually played at
//It will return 0 if the sound volume falls to 0 due to falloff or pressure
//Also return zero if sound playing failed for some other reason
@@ -312,7 +311,6 @@ var/datum/controller/subsystem/explosives/SSexplosives
var/volume = 10 + (power * 20)
var/frequency = get_rand_frequency()
var/close_dist = round(power + world.view - 2, 1)
var/sound/explosion_sound = sound(get_sfx("explosion"))
@@ -345,10 +343,10 @@ var/datum/controller/subsystem/explosives/SSexplosives
var/dist = get_dist(M, epicenter) || 1
if ((reception & EXPLFX_SOUND) && M.ear_deaf <= 0)
if (dist <= close_dist)
M.playsound_local(epicenter, explosion_sound, min(100, volume), 1, frequency, falloff = 5)
M.playsound_simple(epicenter, explosion_sound, min(100, volume), use_random_freq = TRUE, falloff = 5)
//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else
volume = M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', volume, 1, frequency, usepressure = 0, falloff = 1000)
volume = M.playsound_simple(epicenter, 'sound/effects/explosionfar.ogg', volume, use_random_freq = TRUE, falloff = 1000, use_pressure = FALSE)
if ((reception & EXPLFX_SHAKE) && volume > 0)
shake_camera(M, min(30, max(2,(power*2) / dist)), min(3.5, ((power/3) / dist)),0.05)
+1 -1
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@@ -329,5 +329,5 @@
var/turf/mobloc = get_turf(M)
if(mobloc && mobloc.z == T.z)
if(M.ear_deaf <= 0 || !M.ear_deaf)
M.playsound_local(T, 'sound/effects/meteorimpact.ogg', range, 1, usepressure = 0)
M.playsound_simple(T, 'sound/effects/meteorimpact.ogg', range, use_random_freq = TRUE, use_pressure = FALSE)
+1 -2
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@@ -209,8 +209,7 @@
//hearers(15, src) << sound(soundfile)
var/turf/source = get_turf(src)
for(var/mob/M in hearers(15, source))
M.playsound_local(source, file(soundfile), 100, falloff = 5)
M.playsound_simple(source, file(soundfile), 100, falloff = 5)
/obj/structure/device/piano/proc/playsong()
do
+139 -92
View File
@@ -168,77 +168,145 @@ var/list/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","
//var/list/gun_sound = list('sound/weapons/gunshot/gunshot1.ogg', 'sound/weapons/gunshot/gunshot2.ogg','sound/weapons/gunshot/gunshot3.ogg','sound/weapons/gunshot/gunshot4.ogg')
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, is_global, usepressure = 1, environment = -1, required_preferences = 0, required_asfx_toggles = 0)
if (istext(soundin))
soundin = get_sfx(soundin) // same sound for everyone
else if (isarea(source))
error("[source] is an area and is trying to make the sound: [soundin]")
/proc/playsound(atom/source, soundin, vol, vary, extrarange, falloff, is_global, usepressure = 1, environment = -1, required_preferences = 0, required_asfx_toggles = 0)
if (isarea(source))
crash_with("[source] is an area and is trying to make the sound: [soundin]")
return
var/frequency = get_rand_frequency() // Same frequency for everybody
var/turf/turf_source = get_turf(source)
// cache this so we don't create a new one for everybody
var/sound/original_sound = playsound_get_sound(soundin, vol, falloff, get_rand_frequency(), environment)
if (!original_sound)
crash_with("Could not construct original sound.")
return
if (is_global)
playsound_allinrange(source, original_sound,
extra_range = extrarange,
is_global = is_global,
use_random_freq = !!vary,
use_pressure = usepressure,
modify_environment = (environment != 0),
required_preferences = required_preferences,
required_asfx_toggles = required_asfx_toggles
)
else
playsound_lineofsight(source, original_sound,
use_pressure = usepressure,
use_random_freq = !!vary,
modify_environment = (environment != 0),
required_preferences = required_preferences,
required_asfx_toggles = required_asfx_toggles
)
/proc/playsound_get_sound(soundin, volume, fall_off, frequency = 0, environment = -1)
if (istext(soundin))
soundin = get_sfx(soundin)
var/sound/S = sound(soundin)
// Looping through the player list has the added bonus of working for mobs inside containers
for (var/P in player_list)
var/mob/M = P
if(!M || !M.client)
continue
var/distance = get_dist(M, turf_source)
if(distance <= (world.view + extrarange) * 3)
var/turf/T = get_turf(M)
// These checks are split into multiple ifs for readability reasons.
if (!T || T.z != turf_source.z)
continue
if (required_preferences && (M.client.prefs.toggles & required_preferences) != required_preferences)
continue
if (required_asfx_toggles && (M.client.prefs.asfx_togs & required_asfx_toggles) != required_asfx_toggles)
continue
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global, usepressure, environment, S)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global, usepressure = 1, environment = -1, sound/S)
if(!client || ear_deaf > 0)
return 0
if (!S)
S = sound(get_sfx(soundin))
S.wait = 0 //No queue
S.channel = 0 //Any channel
S.wait = 0
S.channel = 0
S.frequency = frequency
S.falloff = fall_off || FALLOFF_SOUNDS
S.environment = environment
if (vary)
if(frequency)
S.frequency = frequency
else
S.frequency = get_rand_frequency()
return S
/proc/copy_sound(sound/original)
var/sound/S = sound(original.file, original.repeat, 0, 0, original.volume)
S.wait = original.wait
S.channel = original.channel
S.frequency = original.frequency
S.falloff = original.falloff
S.environment = original.environment
return S
/proc/playsound_allinrange(atom/source, sound/S, extra_range = 0, is_global = FALSE, use_random_freq = FALSE, use_pressure = TRUE, modify_environment = TRUE, required_preferences = 0, required_asfx_toggles = 0)
var/turf/source_turf = get_turf(source)
for (var/MM in player_list)
var/mob/M = MM
if (!M?.client)
continue
var/dist = get_dist(M, source_turf)
if (dist <= (world.view + extra_range) * 3)
var/turf/T = get_turf(M)
if (!T || T.z != source_turf.z)
continue
else if (!M.sound_can_play(required_preferences, required_asfx_toggles))
continue
M.playsound_to(source_turf, S, use_random_freq = use_random_freq, use_pressure = use_pressure, modify_environment = modify_environment)
/proc/playsound_lineofsight(atom/source, sound/S, use_random_freq = FALSE, use_pressure = TRUE, modify_environment = TRUE, required_preferences = 0, required_asfx_toggles = 0)
var/list/mobs = get_mobs_or_objects_in_view(world.view, source, include_objects = FALSE)
var/turf/source_turf = get_turf(source)
for (var/MM in mobs)
var/mob/M = MM
if (!M.sound_can_play(required_preferences, required_asfx_toggles))
continue
M.playsound_to(source_turf, S, use_random_freq = use_random_freq, use_pressure = use_pressure, modify_environment = modify_environment)
/mob/proc/sound_can_play(required_preferences = 0, required_asfx_toggles = 0)
if (!client)
return FALSE
if (required_preferences && (client.prefs.toggles & required_preferences) != required_preferences)
return FALSE
if (required_asfx_toggles && (client.prefs.asfx_togs & required_asfx_toggles) != required_asfx_toggles)
return FALSE
return TRUE
/mob/proc/playsound_get_environment(pressure_factor = 1.0)
if (pressure_factor < 0.5)
return SPACE
else
var/area/A = get_area(src)
return A.sound_env
/mob/living/playsound_get_environment(pressure_factor = 1.0)
if (hallucination)
return PSYCHOTIC
else if (druggy)
return DRUGGED
else if (drowsyness)
return DIZZY
else if (confused)
return DIZZY
else if (sleeping)
return UNDERWATER
else
return ..()
/mob/proc/playsound_to(turf/source_turf, sound/original_sound, use_random_freq, modify_environment = TRUE, use_pressure = TRUE)
var/sound/S = copy_sound(original_sound)
//sound volume falloff with pressure
var/pressure_factor = 1.0
if(isturf(turf_source))
// 3D sounds, the technology is here!
if (use_random_freq)
S.frequency = get_rand_frequency()
if (isturf(source_turf))
var/turf/T = get_turf(src)
//sound volume falloff with distance
var/distance = get_dist(T, turf_source)
var/distance = get_dist(T, source_turf)
vol -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
//Not sure if author understood what they were doing, but this is not multiplicative, its linear, and its implementation breaks longdistance sounds.
//This extra falloff should probably be rewritten or removed, but for now ive implemented a quick fix by only setting S.volume to vol after calculations are done
//This fix allows feeding in high volume values (>100) to make longrange sounds audible
// -Nanako
if (usepressure)
//sound volume falloff with pressure. Pass usepressure = 0 to disable these calculations
S.volume -= max(distance - world.view, 0) * 2
if (use_pressure)
var/datum/gas_mixture/hearer_env = T.return_air()
var/datum/gas_mixture/source_env = turf_source.return_air()
var/datum/gas_mixture/source_env = source_turf.return_air()
if (hearer_env && source_env)
var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
@@ -251,48 +319,27 @@ var/list/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","
if (distance <= 1)
pressure_factor = max(pressure_factor, 0.15) //hearing through contact
vol *= pressure_factor
S.volume *= pressure_factor
if (vol <= 0)
return 0//no volume means no sound
if (S.volume <= 0)
return 0
S.volume = vol
var/dx = turf_source.x - T.x // Hearing from the right/left
S.x = dx
var/dz = turf_source.y - T.y // Hearing from infront/behind
S.z = dz
// 3D sound, truly this is the future.
S.y = (turf_source.z - T.z) * SOUND_Z_FACTOR
S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
S.x = source_turf.x - T.x // left/right
S.z = source_turf.y - T.y // front/back
S.y = (source_turf.z - T.z) * SOUND_Z_FACTOR // above/below-ish
if(!is_global && environment != 0)
if(istype(src,/mob/living/))
var/mob/living/M = src
if (M.hallucination)
S.environment = PSYCHOTIC
else if (M.druggy)
S.environment = DRUGGED
else if (M.drowsyness)
S.environment = DIZZY
else if (M.confused)
S.environment = DIZZY
else if (M.sleeping)
S.environment = UNDERWATER
else if (pressure_factor < 0.5)
S.environment = SPACE
else
var/area/A = get_area(src)
S.environment = A.sound_env
else if (pressure_factor < 0.5)
S.environment = SPACE
else
var/area/A = get_area(src)
S.environment = A.sound_env
if (modify_environment)
S.environment = playsound_get_environment(pressure_factor)
sound_to(src, S)
return S.volume
/mob/proc/playsound_simple(source, soundin, volume, use_random_freq = FALSE, frequency = 0, falloff = 0, use_pressure = TRUE)
var/sound/S = playsound_get_sound(soundin, volume, falloff, frequency)
playsound_to(source ? get_turf(source) : null, S, use_random_freq, use_pressure = use_pressure)
/client/proc/playtitlemusic()
if(!SSticker.login_music) return
if(prefs.toggles & SOUND_LOBBY)
+1 -1
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@@ -72,7 +72,7 @@
on_hear_say("[track]<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
playsound_simple(source, speech_sound, sound_vol, use_random_freq = TRUE)
/mob/proc/on_hear_say(var/message)
to_chat(src, message)
+2 -2
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@@ -1321,8 +1321,8 @@
//0.1% chance of playing a scary sound to someone who's in complete darkness
if(isturf(loc) && rand(1,1000) == 1)
var/turf/T = loc
if(T.get_lumcount() < 0.01) // give a little bit of tolerance for near-dark areas.
playsound_local(src,pick(scarySounds),50, 1, -1)
if (T.get_lumcount() < 0.01) // give a little bit of tolerance for near-dark areas.
playsound_simple(null, pick(scarySounds), 50, TRUE)
/mob/living/carbon/human/proc/handle_changeling()
if(mind && mind.changeling)
+1 -1
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@@ -425,7 +425,7 @@
if(M.client)
if(!M) return
shake_camera(M, 5, 1)
M.playsound_local(our_turf, 'sound/effects/alert.ogg', 100, 1, 0.5)
M.playsound_simple(our_turf, 'sound/effects/alert.ogg', 100, use_random_freq = TRUE, falloff = 0.5)
/obj/machinery/gravity_generator/main/proc/update_list(var/gravity_changed = FALSE)
var/turf/T = get_turf(src.loc)
+4
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@@ -0,0 +1,4 @@
author: Skull132
delete-after: True
changes:
- tweak: "Walls now block sound properly!"