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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>
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co-authored by
VMSolidus
parent
4bc8527606
commit
7d058fc613
@@ -49,12 +49,12 @@
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..()
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/obj/effect/map_effect/interval/sound_emitter/punching
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sounds_to_play = list(/singleton/sound_category/punch_sound)
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sounds_to_play = SFX_PUNCH
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/explosions
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sounds_to_play = list(/singleton/sound_category/explosion_sound)
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sounds_to_play = SFX_EXPLOSION
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interval_lower_bound = 5 SECONDS
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interval_upper_bound = 10 SECONDS
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@@ -62,15 +62,15 @@
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sounds_to_play = list('sound/effects/explosionfar.ogg')
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/obj/effect/map_effect/interval/sound_emitter/gunfight
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sounds_to_play = list(/singleton/sound_category/gunshots)
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sounds_to_play = SFX_GUNSHOT_ANY
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/gunfight/ballistic
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sounds_to_play = list(/singleton/sound_category/gunshots/ballistic)
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sounds_to_play = SFX_GUNSHOT_BALLISTIC
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/obj/effect/map_effect/interval/sound_emitter/gunfight/energy
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sounds_to_play = list(/singleton/sound_category/gunshots/energy)
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sounds_to_play = SFX_GUNSHOT_ENERGY
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// I'm not sorry.
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@@ -27,11 +27,11 @@
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if (location)
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var/obj/effect/visual/sparks/S = new(location, src, 0) //Trigger one on the tile it's on
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S.start()
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playsound(location, /singleton/sound_category/spark_sound, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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playsound(location, SFX_SPARKS, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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QUEUE_VISUAL(S) // Queue it.
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while (total_sparks <= src.amount)
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playsound(location, /singleton/sound_category/spark_sound, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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playsound(location, SFX_SPARKS, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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var/direction = 0
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if (LAZYLEN(src.spread))
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