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Ambience Buzz Handling Changes + Ambience buzz requires enviorment power (#84479)
## About The Pull Request Partial port of https://github.com/DaedalusDock/daedalusdock/pull/996 - Fixes ambience prefrence inconsistancy issues with Observers unable to turn off the ambience buzz. - Ambience buzz requires a working, existing, charged APC with power to the enviorment. - Moves ``update_ambience_area()`` and ``refresh_looping_ambience()`` into ``code\controllers\subsystem\ambience.dm`` for better organization. ## Why It's Good For The Game Mostly to tackle a prefrence bug where ghosts are unable to turn off ambience buzz. But this also includes ambience buzz requiring a powered area. Makes the station feel more dead when there's no enviorment power. There should also be no buzzing inside space. ## Changelog 🆑 Kapu (ported by StrangeWeirdKitten) fix: Ambience buzz will now respect ship ambience prefrences for observers. sound: Ambience buzz requires APC enviorment power to function /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -86,3 +86,52 @@ SUBSYSTEM_DEF(ambience)
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if(!M.has_light_nearby() && prob(0.5))
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return ..(M, pick(minecraft_cave_noises))
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return ..()
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/**
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* Ambience buzz handling called by either area/Enter() or refresh_looping_ambience()
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*/
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/mob/proc/update_ambience_area(area/new_area)
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var/old_tracked_area = ambience_tracked_area
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if(old_tracked_area)
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UnregisterSignal(old_tracked_area, COMSIG_AREA_POWER_CHANGE)
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ambience_tracked_area = null
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if(!client)
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return
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if(new_area)
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ambience_tracked_area = new_area
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RegisterSignal(ambience_tracked_area, COMSIG_AREA_POWER_CHANGE, PROC_REF(refresh_looping_ambience), TRUE)
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refresh_looping_ambience()
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/mob/proc/refresh_looping_ambience()
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SIGNAL_HANDLER
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if(!client) // If a tree falls in the woods.
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return
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var/area/my_area = get_area(src)
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var/sound_to_use = my_area.ambient_buzz
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if(!sound_to_use || !(client.prefs.read_preference(/datum/preference/toggle/sound_ship_ambience)))
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SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = CHANNEL_BUZZ))
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client.current_ambient_sound = null
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return
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if(!can_hear()) // Can the mob hear?
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SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = CHANNEL_BUZZ))
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client.current_ambient_sound = null
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return
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//Station ambience is dependant on a functioning and charged APC with enviorment power enabled.
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if(!is_mining_level(my_area.z) && ((!my_area.apc || !my_area.apc.operating || !my_area.apc.cell?.charge && my_area.requires_power || !my_area.power_environ)))
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SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = CHANNEL_BUZZ))
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client.current_ambient_sound = null
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return
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else
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if(sound_to_use == client.current_ambient_sound) // Don't reset current loops
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return
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client.current_ambient_sound = sound_to_use
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SEND_SOUND(src, sound(my_area.ambient_buzz, repeat = 1, wait = 0, volume = my_area.ambient_buzz_vol, channel = CHANNEL_BUZZ))
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+3
-33
@@ -540,39 +540,9 @@ GLOBAL_LIST_EMPTY(teleportlocs)
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for(var/atom/movable/recipient as anything in arrived.important_recursive_contents[RECURSIVE_CONTENTS_AREA_SENSITIVE])
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SEND_SIGNAL(recipient, COMSIG_ENTER_AREA, src)
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if(!isliving(arrived))
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return
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var/mob/living/L = arrived
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if(!L.ckey)
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return
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if(ambient_buzz != old_area.ambient_buzz)
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L.refresh_looping_ambience()
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///Tries to play looping ambience to the mobs.
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/mob/proc/refresh_looping_ambience()
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if(!client) //if a tree falls in the woods...
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return
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var/area/my_area = get_area(src)
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var/sound_to_use = my_area.ambient_buzz
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if(!sound_to_use || !(client.prefs.read_preference(/datum/preference/toggle/sound_ship_ambience)))
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SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = CHANNEL_BUZZ))
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client.current_ambient_sound = null
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return
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if(!can_hear())
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SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = CHANNEL_BUZZ))
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client.current_ambient_sound = null
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return
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if(sound_to_use == client.current_ambient_sound)
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return //don't reset current loops.
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client.current_ambient_sound = sound_to_use
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SEND_SOUND(src, sound(sound_to_use, repeat = 1, wait = 0, volume = my_area.ambient_buzz_vol, channel = CHANNEL_BUZZ))
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if(ismob(arrived))
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var/mob/mob = arrived
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mob.update_ambience_area(src)
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/**
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* Called when an atom exits an area
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@@ -359,6 +359,12 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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abstract_move(destination) // move like the wind
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return TRUE
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/mob/dead/observer/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
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. = ..()
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var/area/new_area = get_area(src)
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if(new_area != ambience_tracked_area)
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update_ambience_area(new_area)
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/mob/dead/observer/verb/reenter_corpse()
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set category = "Ghost"
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set name = "Re-enter Corpse"
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@@ -99,7 +99,8 @@
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update_client_colour()
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update_mouse_pointer()
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refresh_looping_ambience()
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update_ambience_area(get_area(src))
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if(!can_hear())
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stop_sound_channel(CHANNEL_AMBIENCE)
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@@ -3,6 +3,7 @@
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log_message("[key_name(src)] is no longer owning mob [src]([src.type])", LOG_OWNERSHIP)
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SStgui.on_logout(src)
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remove_from_player_list()
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update_ambience_area(null) // Unset ambience vars so it plays again on login
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..()
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if(loc)
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@@ -191,3 +191,6 @@
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var/active_typing_indicator
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///the icon currently used for the thinking indicator's bubble
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var/active_thinking_indicator
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/// A ref of the area we're taking our ambient loop from.
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var/area/ambience_tracked_area
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