Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)

V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This commit is contained in:
Batrachophreno
2026-01-22 16:54:40 +00:00
committed by GitHub
co-authored by VMSolidus
parent 4bc8527606
commit 7d058fc613
316 changed files with 6462 additions and 5993 deletions
@@ -49,12 +49,12 @@
..()
/obj/effect/map_effect/interval/sound_emitter/punching
sounds_to_play = list(/singleton/sound_category/punch_sound)
sounds_to_play = SFX_PUNCH
interval_lower_bound = 5
interval_upper_bound = 1 SECOND
/obj/effect/map_effect/interval/sound_emitter/explosions
sounds_to_play = list(/singleton/sound_category/explosion_sound)
sounds_to_play = SFX_EXPLOSION
interval_lower_bound = 5 SECONDS
interval_upper_bound = 10 SECONDS
@@ -62,15 +62,15 @@
sounds_to_play = list('sound/effects/explosionfar.ogg')
/obj/effect/map_effect/interval/sound_emitter/gunfight
sounds_to_play = list(/singleton/sound_category/gunshots)
sounds_to_play = SFX_GUNSHOT_ANY
interval_lower_bound = 5
interval_upper_bound = 2 SECONDS
/obj/effect/map_effect/interval/sound_emitter/gunfight/ballistic
sounds_to_play = list(/singleton/sound_category/gunshots/ballistic)
sounds_to_play = SFX_GUNSHOT_BALLISTIC
/obj/effect/map_effect/interval/sound_emitter/gunfight/energy
sounds_to_play = list(/singleton/sound_category/gunshots/energy)
sounds_to_play = SFX_GUNSHOT_ENERGY
// I'm not sorry.
+2 -2
View File
@@ -27,11 +27,11 @@
if (location)
var/obj/effect/visual/sparks/S = new(location, src, 0) //Trigger one on the tile it's on
S.start()
playsound(location, /singleton/sound_category/spark_sound, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
playsound(location, SFX_SPARKS, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
QUEUE_VISUAL(S) // Queue it.
while (total_sparks <= src.amount)
playsound(location, /singleton/sound_category/spark_sound, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
playsound(location, SFX_SPARKS, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
var/direction = 0
if (LAZYLEN(src.spread))