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https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
214 lines
8.6 KiB
Plaintext
214 lines
8.6 KiB
Plaintext
//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
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#define GENERIC 0
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#define PADDED_CELL 1
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#define ROOM 2
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#define BATHROOM 3
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#define LIVINGROOM 4
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#define STONEROOM 5
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#define AUDITORIUM 6
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#define CONCERT_HALL 7
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#define CAVE 8
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#define ARENA 9
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#define HANGAR 10
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#define CARPETED_HALLWAY 11
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#define HALLWAY 12
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#define STONE_CORRIDOR 13
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#define ALLEY 14
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#define FOREST 15
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#define CITY 16
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#define MOUNTAINS 17
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#define QUARRY 18
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#define PLAIN 19
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#define PARKING_LOT 20
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#define SEWER_PIPE 21
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#define UNDERWATER 22
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#define DRUGGED 23
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#define DIZZY 24
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#define PSYCHOTIC 25
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#define STANDARD_STATION STONEROOM
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#define LARGE_ENCLOSED HANGAR
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#define SMALL_ENCLOSED BATHROOM
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#define TUNNEL_ENCLOSED CAVE
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#define LARGE_SOFTFLOOR CARPETED_HALLWAY
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#define MEDIUM_SOFTFLOOR LIVINGROOM
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#define SMALL_SOFTFLOOR ROOM
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#define ASTEROID CAVE
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#define SPACE UNDERWATER
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var/list/shatter_sound = list('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
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var/list/explosion_sound = list('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg')
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var/list/spark_sound = list('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
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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')
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var/list/punch_sound = list('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
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var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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//FOOTSTEPS
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var/list/defaultfootsteps = list('sound/effects/footsteps/tile1.wav','sound/effects/footsteps/tile2.wav','sound/effects/footsteps/tile3.wav','sound/effects/footsteps/tile4.wav')
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var/list/concretefootsteps = list('sound/effects/footsteps/concrete1.wav','sound/effects/footsteps/concrete2.wav','sound/effects/footsteps/concrete3.wav','sound/effects/footsteps/concrete4.wav')
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var/list/grassfootsteps = list('sound/effects/footsteps/grass1.wav','sound/effects/footsteps/grass2.wav','sound/effects/footsteps/grass3.wav','sound/effects/footsteps/grass4.wav')
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var/list/dirtfootsteps = list('sound/effects/footsteps/dirt1.wav','sound/effects/footsteps/dirt2.wav','sound/effects/footsteps/dirt3.wav','sound/effects/footsteps/dirt4.wav')
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var/list/waterfootsteps = list('sound/effects/footsteps/slosh1.wav','sound/effects/footsteps/slosh2.wav','sound/effects/footsteps/slosh3.wav','sound/effects/footsteps/slosh4.wav')
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var/list/sandfootsteps = list('sound/effects/footsteps/sand1.wav','sound/effects/footsteps/sand2.wav','sound/effects/footsteps/sand3.wav','sound/effects/footsteps/sand4.wav')
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var/list/gravelfootsteps = list('sound/effects/footsteps/gravel1.wav','sound/effects/footsteps/gravel2.wav','sound/effects/footsteps/gravel3.wav','sound/effects/footsteps/gravel4.wav')
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var/list/footstepfx = list("defaultstep","concretestep","grassstep","dirtstep","waterstep","sandstep", "gravelstep")
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//var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global, var/usepressure = 1, var/environment = -1)
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soundin = get_sfx(soundin) // same sound for everyone
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if(isarea(source))
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error("[source] is an area and is trying to make the sound: [soundin]")
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return
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var/frequency = get_rand_frequency() // Same frequency for everybody
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var/turf/turf_source = get_turf(source)
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// Looping through the player list has the added bonus of working for mobs inside containers
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for (var/P in player_list)
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var/mob/M = P
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if(!M || !M.client)
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continue
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var/distance = get_dist(M, turf_source)
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if(distance <= (world.view + extrarange) * 3)
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var/turf/T = get_turf(M)
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if(T && T.z == turf_source.z)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global,usepressure, environment)
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var/const/FALLOFF_SOUNDS = 0.5
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global, var/usepressure = 1, var/environment = -1)
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if(!src.client || ear_deaf > 0) return 0
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if(soundin in footstepfx)
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if(!(src.client.prefs.asfx_togs & ASFX_FOOTSTEPS))
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return 0
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soundin = get_sfx(soundin)
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var/sound/S = sound(soundin)
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S.wait = 0 //No queue
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S.channel = 0 //Any channel
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S.environment = environment
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if (vary)
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if(frequency)
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S.frequency = frequency
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else
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S.frequency = get_rand_frequency()
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//sound volume falloff with pressure
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var/pressure_factor = 1.0
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if(isturf(turf_source))
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// 3D sounds, the technology is here!
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var/turf/T = get_turf(src)
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//sound volume falloff with distance
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var/distance = get_dist(T, turf_source)
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vol -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
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//Not sure if author understood what they were doing, but this is not multiplicative, its linear, and its implementation breaks longdistance sounds.
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//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
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//This fix allows feeding in high volume values (>100) to make longrange sounds audible
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// -Nanako
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if (usepressure)
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//sound volume falloff with pressure. Pass usepressure = 0 to disable these calculations
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var/datum/gas_mixture/hearer_env = T.return_air()
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var/datum/gas_mixture/source_env = turf_source.return_air()
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if (hearer_env && source_env)
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var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
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if (pressure < ONE_ATMOSPHERE)
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pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
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else //in space
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pressure_factor = 0
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if (distance <= 1)
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pressure_factor = max(pressure_factor, 0.15) //hearing through contact
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vol *= pressure_factor
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if (vol <= 0)
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return 0//no volume means no sound
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S.volume = vol
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = dx
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = dz
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// The y value is for above your head, but there is no ceiling in 2d spessmens.
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S.y = 1
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S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
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if(!is_global && environment != 0)
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if(istype(src,/mob/living/))
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var/mob/living/M = src
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if (M.hallucination)
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S.environment = PSYCHOTIC
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else if (M.druggy)
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S.environment = DRUGGED
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else if (M.drowsyness)
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S.environment = DIZZY
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else if (M.confused)
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S.environment = DIZZY
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else if (M.sleeping)
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S.environment = UNDERWATER
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else if (pressure_factor < 0.5)
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S.environment = SPACE
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else
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var/area/A = get_area(src)
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S.environment = A.sound_env
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else if (pressure_factor < 0.5)
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S.environment = SPACE
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else
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var/area/A = get_area(src)
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S.environment = A.sound_env
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src << S
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return S.volume
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/client/proc/playtitlemusic()
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if(!SSticker.login_music) return
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if(prefs.toggles & SOUND_LOBBY)
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src << sound(SSticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS
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/proc/get_rand_frequency()
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return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
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/proc/get_sfx(soundin)
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if(istext(soundin))
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switch(soundin)
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if ("shatter") soundin = pick(shatter_sound)
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if ("explosion") soundin = pick(explosion_sound)
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if ("sparks") soundin = pick(spark_sound)
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if ("rustle") soundin = pick(rustle_sound)
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if ("punch") soundin = pick(punch_sound)
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if ("clownstep") soundin = pick(clown_sound)
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if ("swing_hit") soundin = pick(swing_hit_sound)
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if ("hiss") soundin = pick(hiss_sound)
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if ("pageturn") soundin = pick(page_sound)
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//if ("gunshot") soundin = pick(gun_sound)
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if ("defaultstep") soundin = pick(defaultfootsteps)
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if ("concretestep") soundin = pick(concretefootsteps)
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if ("grassstep") soundin = pick(grassfootsteps)
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if ("dirtstep") soundin = pick(dirtfootsteps)
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if ("waterstep") soundin = pick(waterfootsteps)
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if ("sandstep") soundin = pick(sandfootsteps)
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if ("gravelstep") soundin = pick(gravelfootsteps)
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return soundin
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