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Radio Sounds (#85115)
## About The Pull Request Now talking into radio and hearing radio messages produces a sound. Using LOUD-MODE makes a unique sound. https://github.com/user-attachments/assets/891d9b9a-5313-4aac-9fef-56d0a7286bf1 https://github.com/user-attachments/assets/112a3587-46ea-413e-89e4-2da7b54c3d62 **YOU CAN DISABLE IT IN THE GAME PREFERENCES** ## Why It's Good For The Game People REALLY tend to miss radio messages, especially from the heads. This makes it so they can hear when some interesting or important chatter is going on. Unless all of the heads of staff decide to dispute in the Common, subordinates will start noticing messages from their bosses in their channels more often. Also, these sounds are tickling my ears, in a good way. ## Changelog 🆑 DrDiasyl aka DrTuxedo sound: Hearing and talking into the radio now produces a sound. Heads get a special sound. /🆑
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@@ -78,7 +78,7 @@
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datum/language/language, // the language of the message
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message, // the text content of the message
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spans, // the list of spans applied to the message
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list/message_mods // the list of modification applied to the message. Whispering, singing, ect
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list/message_mods, // the list of modification applied to the message. Whispering, singing, ect
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)
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src.source = source
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src.frequency = frequency
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@@ -92,7 +92,7 @@
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"compression" = rand(COMPRESSION_VOCAL_SIGNAL_MIN, COMPRESSION_VOCAL_SIGNAL_MAX),
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"language" = lang_instance.name,
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"spans" = spans,
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"mods" = message_mods
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"mods" = message_mods,
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)
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levels = SSmapping.get_connected_levels(get_turf(source))
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@@ -351,6 +351,12 @@
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signal.broadcast()
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return
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if(iscarbon(talking_movable))
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var/mob/living/carbon/talking_carbon = talking_movable
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if(talking_carbon.client?.prefs.read_preference(/datum/preference/toggle/radio_noise))
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SEND_SOUND(talking_carbon, 'sound/misc/radio_talk.ogg')
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// All radios make an attempt to use the subspace system first
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signal.send_to_receivers()
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@@ -422,6 +428,16 @@
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SEND_SIGNAL(src, COMSIG_RADIO_RECEIVE_MESSAGE, data)
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flick_overlay_view(overlay_speaker_active, 5 SECONDS)
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if(iscarbon(loc))
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var/mob/living/carbon/holder = loc
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if(!holder.client?.prefs.read_preference(/datum/preference/toggle/radio_noise))
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return
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var/list/spans = data["spans"]
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SEND_SOUND(holder, 'sound/misc/radio_receive.ogg')
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if(SPAN_COMMAND in spans)
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SEND_SOUND(holder, 'sound/misc/radio_important.ogg')
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/obj/item/radio/ui_state(mob/user)
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return GLOB.inventory_state
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@@ -116,3 +116,9 @@
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category = PREFERENCE_CATEGORY_GAME_PREFERENCES
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savefile_key = "sound_elevator"
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savefile_identifier = PREFERENCE_PLAYER
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/// Controls hearing radio noise
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/datum/preference/toggle/radio_noise
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category = PREFERENCE_CATEGORY_GAME_PREFERENCES
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savefile_key = "sound_radio_noise"
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savefile_identifier = PREFERENCE_PLAYER
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+10
-1
@@ -5,4 +5,13 @@ knuckles.ogg by CGEffex. Shortened and cut.
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https://freesound.org/people/CGEffex/sounds/93981/
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airraid.ogg by Jwade722. Shortened and cut.
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https://freesound.org/people/Jwade722/sounds/534550/
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https://freesound.org/people/Jwade722/sounds/534550/
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radio_talk.ogg by cs2975871. Shortened and cut.
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https://freesound.org/people/cs2975871/sounds/514185/
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radio_important.ogg by morganpurkis.
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https://freesound.org/people/morganpurkis/sounds/392972/
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radio_receive.ogg by JovianSounds. Shortened and cut.
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https://freesound.org/people/JovianSounds/sounds/524205/
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+8
@@ -108,3 +108,11 @@ export const sound_achievement: FeatureChoiced = {
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`,
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component: FeatureDropdownInput,
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};
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export const sound_radio_noise: FeatureToggle = {
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name: 'Enable radio noise',
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category: 'SOUND',
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description:
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'When enabled, hear sounds of talking and hearing radio chatter.',
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component: CheckboxInput,
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};
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