Files
Aurora.3/code/game/sound.dm
Erki 514e1f2aa4 Makes sounds with a low enough volume only audible within line of sight (#6515)
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.

All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.

This needs a test merge to see how badly I broke shit.
2019-07-13 17:50:01 +03:00

377 lines
12 KiB
Plaintext

//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