//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/effects/rustle1.ogg', 'sound/effects/rustle2.ogg', 'sound/effects/rustle3.ogg', 'sound/effects/rustle4.ogg', 'sound/effects/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/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","waterstep","sandstep", "gravelstep") //var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg') /proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, is_global, usepressure = 1, environment = -1, is_ambience = FALSE, is_footstep = FALSE) 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]") 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/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 (is_ambience && !(M.client.prefs.toggles & SOUND_AMBIENCE)) continue if (is_footstep && !(M.client.prefs.asfx_togs & ASFX_FOOTSTEPS)) 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.environment = environment if (vary) if(frequency) S.frequency = frequency else S.frequency = get_rand_frequency() //sound volume falloff with pressure var/pressure_factor = 1.0 if(isturf(turf_source)) // 3D sounds, the technology is here! var/turf/T = get_turf(src) //sound volume falloff with distance var/distance = get_dist(T, turf_source) 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 var/datum/gas_mixture/hearer_env = T.return_air() var/datum/gas_mixture/source_env = turf_source.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 vol *= pressure_factor if (vol <= 0) return 0//no volume means no sound 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) 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 src << S return S.volume /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) return soundin