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Aurora.3/code/game/sound.dm
NanakoAC 75b540c061 Miscellaneous bugfixes (#1385)
Fixes footstep sounds, they weren't defined. I redefined them for all floors. Also changed a few, notably carpets and bare plating have different sounds from what they used to. And all the various holodeck terrains should have correct sounds now too

Fixes bicaridine and internal bleeding interactions. It was never really working before because the internal wounds could never be removed. Slightly rebalanced some values with bicaridine and internal bleeding.

Adds short doafter and visible message to engiborg inflatable dispenser
2017-01-04 03:14:07 +02:00

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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')
//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/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(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global, var/usepressure = 1, var/environment = -1)
soundin = get_sfx(soundin) // same sound for everyone
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)
// 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)
if(T && T.z == turf_source.z)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global,usepressure, environment)
var/const/FALLOFF_SOUNDS = 0.5
/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global, var/usepressure = 1, var/environment = -1)
if(!src.client || ear_deaf > 0) return 0
if(soundin in footstepfx)
if(!(src.client.prefs.asfx_togs & ASFX_FOOTSTEPS))
return 0
soundin = get_sfx(soundin)
var/sound/S = sound(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
// The y value is for above your head, but there is no ceiling in 2d spessmens.
S.y = 1
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(!ticker || !ticker.login_music) return
if(prefs.toggles & SOUND_LOBBY)
src << sound(ticker.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 ("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)
return soundin