/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1) soundin = get_sfx(soundin) // same sound for everyone if(isarea(source)) throw EXCEPTION("playsound(): source is an area") 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 if(get_dist(M, turf_source) <= world.view + extrarange) var/turf/T = get_turf(M) if(T && T.z == turf_source.z) M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, surround) /atom/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1) soundin = get_sfx(soundin) var/sound/S = sound(soundin) S.wait = 0 //No queue S.channel = 0 //Any channel S.volume = vol if (vary) if(frequency) S.frequency = frequency else S.frequency = get_rand_frequency() if(isturf(turf_source)) var/turf/T = get_turf(src) //Atmosphere affects sound var/pressure_factor = 1 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 //space pressure_factor = 0 var/distance = get_dist(T, turf_source) if(distance <= 1) pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound S.volume *= pressure_factor //End Atmosphere affecting sound if(S.volume <= 0) return //No sound // 3D sounds, the technology is here! if (surround) var/dx = turf_source.x - T.x // Hearing from the right/left S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1) var/dz = turf_source.y - T.y // Hearing from infront/behind S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1) // 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) src << S /mob/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1) if(!client || ear_deaf > 0) return ..() /mob/proc/stopLobbySound() src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) /client/proc/playtitlemusic() if(!ticker || !ticker.login_music) return if(prefs && (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('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg') if ("explosion") soundin = pick('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg') if ("sparks") soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg') if ("rustle") soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg') if ("bodyfall") soundin = pick('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg') if ("punch") soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg') if ("clownstep") soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg') if ("swing_hit") soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg') if ("hiss") soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg') if ("pageturn") soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg') if ("gunshot") soundin = pick('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg') return soundin /proc/playsound_global(file, repeat=0, wait, channel, volume) for(var/V in clients) V << sound(file, repeat, wait, channel, volume)