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Batrachophreno 7d058fc613 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>
2026-01-22 16:54:40 +00:00

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// -- Spark Datum --
/datum/effect_system/sparks
var/amount = 1 // How many sparks should we make
var/list/spread = list() // Which directions we should create sparks.
// Using the spark procs is preferred to directly instancing this.
/datum/effect_system/sparks/New(var/atom/movable/loc, var/start_immediately = TRUE, var/amt = 1, var/list/spread_dirs = list())
if(QDELETED(loc))
return
set_loc(loc)
if (amt)
amount = amt
if (spread_dirs)
spread = spread_dirs
else
spread = list()
..(start_immediately)
/datum/effect_system/sparks/process()
. = ..()
var/total_sparks = 1
if (location)
var/obj/effect/visual/sparks/S = new(location, src, 0) //Trigger one on the tile it's on
S.start()
playsound(location, SFX_SPARKS, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
QUEUE_VISUAL(S) // Queue it.
while (total_sparks <= src.amount)
playsound(location, SFX_SPARKS, 100, TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
var/direction = 0
if (LAZYLEN(src.spread))
direction = pick(src.spread)
else
direction = 0
S = new /obj/effect/visual/sparks(location, src)
S.start(direction)
QUEUE_VISUAL(S)
total_sparks++