mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-20 19:43:13 +01:00
Pretty much title, swapped some sounds around and added a few new ones.
323 lines
10 KiB
Plaintext
323 lines
10 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(
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'sound/effects/Glassbr1.ogg',
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'sound/effects/Glassbr2.ogg',
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'sound/effects/Glassbr3.ogg'
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)
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var/list/explosion_sound = list(
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'sound/effects/Explosion1.ogg',
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'sound/effects/Explosion2.ogg'
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)
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var/list/spark_sound = list(
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'sound/effects/sparks1.ogg',
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'sound/effects/sparks2.ogg',
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'sound/effects/sparks3.ogg',
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'sound/effects/sparks4.ogg'
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)
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var/list/rustle_sound = list(
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'sound/effects/rustle1.ogg',
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'sound/effects/rustle2.ogg',
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'sound/effects/rustle3.ogg',
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'sound/effects/rustle4.ogg',
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'sound/effects/rustle5.ogg'
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)
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var/list/punch_sound = list(
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'sound/weapons/punch1.ogg',
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'sound/weapons/punch2.ogg',
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'sound/weapons/punch3.ogg',
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'sound/weapons/punch4.ogg'
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)
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var/list/clown_sound = list(
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'sound/effects/clownstep1.ogg',
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'sound/effects/clownstep2.ogg'
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)
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var/list/swing_hit_sound = list(
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'sound/weapons/genhit1.ogg',
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'sound/weapons/genhit2.ogg',
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'sound/weapons/genhit3.ogg'
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)
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var/list/hiss_sound = list(
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'sound/voice/hiss1.ogg',
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'sound/voice/hiss2.ogg',
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'sound/voice/hiss3.ogg',
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'sound/voice/hiss4.ogg'
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)
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var/list/page_sound = list(
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'sound/effects/pageturn1.ogg',
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'sound/effects/pageturn2.ogg',
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'sound/effects/pageturn3.ogg'
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)
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var/list/fracture_sound = list(
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'sound/effects/bonebreak1.ogg',
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'sound/effects/bonebreak2.ogg',
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'sound/effects/bonebreak3.ogg',
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'sound/effects/bonebreak4.ogg'
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)
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//FOOTSTEPS
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var/list/defaultfootsteps = list(
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'sound/effects/footsteps/tile1.wav',
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'sound/effects/footsteps/tile2.wav',
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'sound/effects/footsteps/tile3.wav',
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'sound/effects/footsteps/tile4.wav'
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)
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var/list/concretefootsteps = list(
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'sound/effects/footsteps/concrete1.wav',
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'sound/effects/footsteps/concrete2.wav',
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'sound/effects/footsteps/concrete3.wav',
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'sound/effects/footsteps/concrete4.wav'
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)
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var/list/grassfootsteps = list(
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'sound/effects/footsteps/grass1.wav',
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'sound/effects/footsteps/grass2.wav',
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'sound/effects/footsteps/grass3.wav',
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'sound/effects/footsteps/grass4.wav'
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)
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var/list/dirtfootsteps = list(
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'sound/effects/footsteps/dirt1.wav',
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'sound/effects/footsteps/dirt2.wav',
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'sound/effects/footsteps/dirt3.wav',
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'sound/effects/footsteps/dirt4.wav'
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)
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var/list/waterfootsteps = list(
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'sound/effects/footsteps/slosh1.wav',
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'sound/effects/footsteps/slosh2.wav',
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'sound/effects/footsteps/slosh3.wav',
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'sound/effects/footsteps/slosh4.wav'
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)
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var/list/sandfootsteps = list(
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'sound/effects/footsteps/sand1.wav',
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'sound/effects/footsteps/sand2.wav',
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'sound/effects/footsteps/sand3.wav',
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'sound/effects/footsteps/sand4.wav'
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)
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var/list/gravelfootsteps = list(
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'sound/effects/footsteps/gravel1.wav',
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'sound/effects/footsteps/gravel2.wav',
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'sound/effects/footsteps/gravel3.wav',
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'sound/effects/footsteps/gravel4.wav'
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)
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var/list/computerbeeps = list(
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'sound/machines/compbeep1.ogg',
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'sound/machines/compbeep2.ogg',
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'sound/machines/compbeep3.ogg',
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'sound/machines/compbeep4.ogg',
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'sound/machines/compbeep5.ogg'
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)
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var/list/switchsounds = list(
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'sound/machines/switch1.ogg',
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'sound/machines/switch2.ogg',
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'sound/machines/switch3.ogg',
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'sound/machines/switch4.ogg'
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)
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var/list/keyboardsounds = list(
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'sound/machines/keyboard/keypress1.ogg',
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'sound/machines/keyboard/keypress2.ogg',
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'sound/machines/keyboard/keypress3.ogg',
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'sound/machines/keyboard/keypress4.ogg',
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'sound/machines/keyboard/keystroke1.ogg',
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'sound/machines/keyboard/keystroke2.ogg',
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'sound/machines/keyboard/keystroke3.ogg',
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'sound/machines/keyboard/keystroke4.ogg'
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)
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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(atom/source, soundin, vol as num, vary, extrarange as num, falloff, is_global, usepressure = 1, environment = -1, is_ambience = FALSE, is_footstep = FALSE)
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if (istext(soundin))
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soundin = get_sfx(soundin) // same sound for everyone
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else 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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// cache this so we don't create a new one for everybody
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var/sound/S = sound(soundin)
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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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// These checks are split into multiple ifs for readability reasons.
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if (!T || T.z != turf_source.z)
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continue
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if (is_ambience && !(M.client.prefs.toggles & SOUND_AMBIENCE))
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continue
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if (is_footstep && !(M.client.prefs.asfx_togs & ASFX_FOOTSTEPS))
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continue
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global, usepressure, environment, S)
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global, usepressure = 1, environment = -1, sound/S)
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if(!client || ear_deaf > 0)
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return 0
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if (!S)
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S = sound(get_sfx(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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// 3D sound, truly this is the future.
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S.y = (turf_source.z - T.z) * SOUND_Z_FACTOR
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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 ("fracture") soundin = pick(fracture_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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if ("computerbeep") soundin = pick(computerbeeps)
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if ("switch") soundin = pick(switchsounds)
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if ("keyboard") soundin = pick(keyboardsounds)
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return soundin
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