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Aurora.3/code/game/sound.dm
T
Matt AtlasandWerner 5e9f7f6ddf Modifies some current sounds and adds some new ones. (#5489)
Pretty much title, swapped some sounds around and added a few new ones.
2018-11-10 04:54:14 +01:00

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//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