//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more. #define GENERIC 0 #define PADDED_CELL 1 #define ROOM 2 #define BATHROOM 3 #define LIVINGROOM 4 #define STONEROOM 5 #define AUDITORIUM 6 #define CONCERT_HALL 7 #define CAVE 8 #define ARENA 9 #define HANGAR 10 #define CARPETED_HALLWAY 11 #define HALLWAY 12 #define STONE_CORRIDOR 13 #define ALLEY 14 #define FOREST 15 #define CITY 16 #define MOUNTAINS 17 #define QUARRY 18 #define PLAIN 19 #define PARKING_LOT 20 #define SEWER_PIPE 21 #define UNDERWATER 22 #define DRUGGED 23 #define DIZZY 24 #define PSYCHOTIC 25 #define STANDARD_STATION STONEROOM #define LARGE_ENCLOSED HANGAR #define SMALL_ENCLOSED BATHROOM #define TUNNEL_ENCLOSED CAVE #define LARGE_SOFTFLOOR CARPETED_HALLWAY #define MEDIUM_SOFTFLOOR LIVINGROOM #define SMALL_SOFTFLOOR ROOM #define ASTEROID CAVE #define SPACE UNDERWATER var/list/shatter_sound = list( 'sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg' ) var/list/explosion_sound = list( 'sound/effects/Explosion1.ogg', 'sound/effects/Explosion2.ogg' ) var/list/spark_sound = list( 'sound/effects/sparks1.ogg', 'sound/effects/sparks2.ogg', 'sound/effects/sparks3.ogg', 'sound/effects/sparks4.ogg' ) var/list/rustle_sound = list( 'sound/items/storage/rustle1.ogg', 'sound/items/storage/rustle2.ogg', 'sound/items/storage/rustle3.ogg', 'sound/items/storage/rustle4.ogg', 'sound/items/storage/rustle5.ogg' ) var/list/punch_sound = list( 'sound/weapons/punch1.ogg', 'sound/weapons/punch2.ogg', 'sound/weapons/punch3.ogg', 'sound/weapons/punch4.ogg' ) var/list/clown_sound = list( 'sound/effects/clownstep1.ogg', 'sound/effects/clownstep2.ogg' ) var/list/swing_hit_sound = list( 'sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg' ) var/list/hiss_sound = list( 'sound/voice/hiss1.ogg', 'sound/voice/hiss2.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss4.ogg' ) var/list/page_sound = list( 'sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg', 'sound/effects/pageturn3.ogg' ) var/list/fracture_sound = list( 'sound/effects/bonebreak1.ogg', 'sound/effects/bonebreak2.ogg', 'sound/effects/bonebreak3.ogg', 'sound/effects/bonebreak4.ogg' ) //FOOTSTEPS var/list/defaultfootsteps = list( 'sound/effects/footsteps/tile1.wav', 'sound/effects/footsteps/tile2.wav', 'sound/effects/footsteps/tile3.wav', 'sound/effects/footsteps/tile4.wav' ) var/list/concretefootsteps = list( 'sound/effects/footsteps/concrete1.wav', 'sound/effects/footsteps/concrete2.wav', 'sound/effects/footsteps/concrete3.wav', 'sound/effects/footsteps/concrete4.wav' ) var/list/grassfootsteps = list( 'sound/effects/footsteps/grass1.wav', 'sound/effects/footsteps/grass2.wav', 'sound/effects/footsteps/grass3.wav', 'sound/effects/footsteps/grass4.wav' ) var/list/dirtfootsteps = list( 'sound/effects/footsteps/dirt1.wav', 'sound/effects/footsteps/dirt2.wav', 'sound/effects/footsteps/dirt3.wav', 'sound/effects/footsteps/dirt4.wav' ) var/list/waterfootsteps = list( 'sound/effects/footsteps/slosh1.wav', 'sound/effects/footsteps/slosh2.wav', 'sound/effects/footsteps/slosh3.wav', 'sound/effects/footsteps/slosh4.wav' ) var/list/sandfootsteps = list( 'sound/effects/footsteps/sand1.wav', 'sound/effects/footsteps/sand2.wav', 'sound/effects/footsteps/sand3.wav', 'sound/effects/footsteps/sand4.wav' ) var/list/gravelfootsteps = list( 'sound/effects/footsteps/gravel1.wav', 'sound/effects/footsteps/gravel2.wav', 'sound/effects/footsteps/gravel3.wav', 'sound/effects/footsteps/gravel4.wav' ) var/list/computerbeeps = list( 'sound/machines/compbeep1.ogg', 'sound/machines/compbeep2.ogg', 'sound/machines/compbeep3.ogg', 'sound/machines/compbeep4.ogg', 'sound/machines/compbeep5.ogg' ) var/list/switchsounds = list( 'sound/machines/switch1.ogg', 'sound/machines/switch2.ogg', 'sound/machines/switch3.ogg', 'sound/machines/switch4.ogg' ) var/list/keyboardsounds = list( 'sound/machines/keyboard/keypress1.ogg', 'sound/machines/keyboard/keypress2.ogg', 'sound/machines/keyboard/keypress3.ogg', 'sound/machines/keyboard/keypress4.ogg', 'sound/machines/keyboard/keystroke1.ogg', 'sound/machines/keyboard/keystroke2.ogg', 'sound/machines/keyboard/keystroke3.ogg', 'sound/machines/keyboard/keystroke4.ogg' ) var/list/pickaxesounds = list( 'sound/weapons/mine/pickaxe1.ogg', 'sound/weapons/mine/pickaxe2.ogg', 'sound/weapons/mine/pickaxe3.ogg', 'sound/weapons/mine/pickaxe4.ogg' ) var/list/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","waterstep","sandstep", "gravelstep") //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, 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/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) S.wait = 0 S.channel = 0 S.frequency = frequency S.falloff = fall_off || FALLOFF_SOUNDS S.environment = environment 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) var/pressure_factor = 1.0 if (use_random_freq) S.frequency = get_rand_frequency() if (isturf(source_turf)) var/turf/T = get_turf(src) var/distance = get_dist(T, source_turf) 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 = source_turf.return_air() if (hearer_env && source_env) var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure()) if (pressure < ONE_ATMOSPHERE) pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0) else //in space pressure_factor = 0 if (distance <= 1) pressure_factor = max(pressure_factor, 0.15) //hearing through contact S.volume *= pressure_factor if (S.volume <= 0) return 0 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 (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) src << sound(SSticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS) /proc/get_rand_frequency() return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs. /proc/get_sfx(soundin) if(istext(soundin)) switch(soundin) if ("shatter") soundin = pick(shatter_sound) if ("explosion") soundin = pick(explosion_sound) if ("sparks") soundin = pick(spark_sound) if ("rustle") soundin = pick(rustle_sound) if ("punch") soundin = pick(punch_sound) if ("clownstep") soundin = pick(clown_sound) if ("swing_hit") soundin = pick(swing_hit_sound) if ("hiss") soundin = pick(hiss_sound) if ("pageturn") soundin = pick(page_sound) if ("fracture") soundin = pick(fracture_sound) //if ("gunshot") soundin = pick(gun_sound) if ("defaultstep") soundin = pick(defaultfootsteps) if ("concretestep") soundin = pick(concretefootsteps) if ("grassstep") soundin = pick(grassfootsteps) if ("dirtstep") soundin = pick(dirtfootsteps) if ("waterstep") soundin = pick(waterfootsteps) if ("sandstep") soundin = pick(sandfootsteps) if ("gravelstep") soundin = pick(gravelfootsteps) if ("computerbeep") soundin = pick(computerbeeps) if ("switch") soundin = pick(switchsounds) if ("keyboard") soundin = pick(keyboardsounds) if ("pickaxe") soundin = pick(pickaxesounds) return soundin