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Area sound manager no longer skips over soundless areas when determining next play time (#93142)
## About The Pull Request Fixes #93139 `/datum/component/area_sound_manager` has logic which prevents sound loops from overlapping when going from an area with a sound loop to another are with a sound loop. However the logic fails when going from an area with a sound loop to one without. So I reworked the logic. Now it tracks the world.time when the current sound stops any time we exit an area with a loop (even if the new area has no loop). That world.time is later used if we re-enter the area with the loop to see if we can start playing immediately, or need to wait. ## Changelog 🆑 Melbert fix: Entering and exiting an area with sounds associated (such as lavaland or the ice wastes while a storm is active) will no longer result in the storm sounds stacking up /🆑
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@@ -7,8 +7,8 @@
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var/datum/looping_sound/our_loop
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///A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves
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var/list/accepted_zs
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///The timer id of our current start delay, if it exists
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var/timerid
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/// World.time when we are allowed to start another sound loop
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VAR_PRIVATE/next_loop_time
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/datum/component/area_sound_manager/Initialize(area_loop_pairs, change_on, remove_on, acceptable_zs)
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if(!ismovable(parent))
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@@ -56,15 +56,12 @@
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change_the_track()
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/datum/component/area_sound_manager/proc/change_the_track(skip_start = FALSE)
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var/time_remaining = 0
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var/existing_loop_id = our_loop?.timer_id
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if(existing_loop_id)
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// Time left will sometimes return negative values, just ignore them and start a new sound loop now
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next_loop_time = world.time + max(timeleft(existing_loop_id, SSsound_loops) || 0, 0)
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if(our_loop)
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var/our_id = our_loop.timer_id || timerid
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if(our_id)
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time_remaining = timeleft(our_id, SSsound_loops) || 0
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//Time left will sometimes return negative values, just ignore them and start a new sound loop now
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time_remaining = max(time_remaining, 0)
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QDEL_NULL(our_loop)
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QDEL_NULL(our_loop)
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var/area/our_area = get_area(parent)
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var/new_loop_type = area_to_looping_type[our_area]
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@@ -73,14 +70,12 @@
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our_loop = new new_loop_type(parent, FALSE, TRUE, skip_start)
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//If we're still playing, wait a bit before changing the sound so we don't double up
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if(time_remaining)
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timerid = addtimer(CALLBACK(src, PROC_REF(start_looping_sound)), time_remaining, TIMER_UNIQUE | TIMER_CLIENT_TIME | TIMER_STOPPABLE | TIMER_NO_HASH_WAIT | TIMER_DELETE_ME, SSsound_loops)
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// We're not ready to start another loop, wait before changing the sound so we don't double up
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if(next_loop_time > world.time)
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addtimer(CALLBACK(src, PROC_REF(start_looping_sound)), next_loop_time - world.time, TIMER_UNIQUE | TIMER_CLIENT_TIME | TIMER_NO_HASH_WAIT | TIMER_DELETE_ME, SSsound_loops)
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return
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timerid = null
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our_loop.start()
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start_looping_sound()
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/datum/component/area_sound_manager/proc/start_looping_sound()
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timerid = null
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if(our_loop)
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our_loop.start()
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our_loop?.start()
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