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## About The Pull Request This pull request implements sound tokens, based on the implementation by Kapu at https://github.com/DaedalusDock/daedalusdock/pull/1379 I've taken that implementation and extended it to looping_sounds, allowing us to have spatial audio that updates much more nicely when players walk closer. This system also lets players that walk into range after the sound has started playing to also hear the sound, before if you missed the sound, you would never hear it. This is particularly noticeable with long sounds (Which is lame!) **VIDEOS**: griddle: https://streamable.com/v7ayqm engineering / SM: https://streamable.com/5lr1oj The system essentially sends the sound to every client, and changes the volume based on distance to the sound. There are some performance concerns here, so we will need to testmerge this and see how impactful it is. It is in a subsystem though, so there is some limit to the amount of cpu it will use. Do keep this in mind when watching the videos; it will probably not be AS responsive as in there. I've also changed how intense our fall-off is, making sounds lose their volume slower. Before taking one step away from a 50 volume sound would make it 18 volume, this is way too big of a drop and it became particularly jarring with the changes in this PR. Some sounds might be too long range now, but I think we should just reduce the max range of those sounds as we were basically playing them at <5 volume after 10 tiles, at which point we should maybe just reduce the range a bit since at those volumes theyre really not audible. **OLD FALLOFF;** note the MASSIVE drop from 1 tile to 2 tiles <img width="1416" height="897" alt="image" src="https://github.com/user-attachments/assets/805b270e-6aa5-4e84-868e-39585966f0a4" /> **NEW FALLOFF:** <img width="1418" height="905" alt="image" src="https://github.com/user-attachments/assets/eabbd592-ae9c-4690-8945-fbd0b4f6614f" /> Also tweaked a few looping sounds (deep-fryer in particular got some clean-up, as its mid-length was way too short for the sounds and it had a double-definition) ## Why It's Good For The Game This system allows us to have a richer audio experience, I really don't like how choppy our looping sounds are, especially in some areas where you hear them a lot (kitchen and engineering) ## Changelog 🆑 CabinetOnFire, Kapu sound: Changed our falloff to be less intense, as it was punching volume down way too fast. refactor: Implements a system for spatial audio to improve our looping sounds /🆑 --------- Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
199 lines
6.5 KiB
Plaintext
199 lines
6.5 KiB
Plaintext
#define DREAMING_SOURCE "dreaming_source"
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/**
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* Begins the dreaming process on a sleeping carbon.
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*
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* Checks a 10% chance and whether or not the carbon this is called on is already dreaming. If
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* the prob() passes and there are no dream images left to display, a new dream is constructed.
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*/
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/mob/living/carbon/proc/handle_dreams()
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if(!HAS_TRAIT(src, TRAIT_DREAMING) && prob(10))
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dream()
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/**
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* Generates a dream sequence to be displayed to the sleeper.
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*
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* Generates the "dream" to display to the sleeper. A dream consists of a subject, a verb, and (most of the time) an object, displayed in sequence to the sleeper.
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* Dreams are generated as a list of strings stored inside dream_fragments, which is passed to and displayed in dream_sequence().
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* Bedsheets on the sleeper will provide a custom subject for the dream, pulled from the dream_messages on each bedsheet.
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*/
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/mob/living/carbon/proc/dream()
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set waitfor = FALSE
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var/list/dream_pool = list()
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SEND_SIGNAL(src, COMSIG_PRE_DREAMING, dream_pool)
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if(!length(dream_pool))
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dream_pool = GLOB.dreams
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var/datum/dream/chosen_dream = pick_weight(dream_pool)
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ADD_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
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SEND_SIGNAL(src, COMSIG_START_DREAMING, chosen_dream)
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dream_sequence(chosen_dream.GenerateDream(src), chosen_dream)
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/**
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* Displays the passed list of dream fragments to a sleeping carbon.
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*
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* Displays the first string of the passed dream fragments, then either ends the dream sequence
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* or performs a callback on itself depending on if there are any remaining dream fragments to display.
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*
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* Arguments:
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* * dream_fragments - A list of strings, in the order they will be displayed.
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* * current_dream - The dream datum used for the current dream
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*/
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/mob/living/carbon/proc/dream_sequence(list/dream_fragments, datum/dream/current_dream)
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if(stat != UNCONSCIOUS || HAS_TRAIT(src, TRAIT_CRITICAL_CONDITION))
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REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
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current_dream.OnDreamEnd(src)
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SEND_SIGNAL(src, COMSIG_END_DREAMING, current_dream)
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return
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var/next_message = dream_fragments[1]
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dream_fragments.Cut(1,2)
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if(istype(next_message, /datum/callback))
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var/datum/callback/something_happens = next_message
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next_message = something_happens.InvokeAsync(src)
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to_chat(src, span_notice("<i>... [next_message] ...</i>"))
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if(LAZYLEN(dream_fragments))
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var/next_wait = rand(10, 30)
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if(current_dream.sleep_until_finished)
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AdjustSleeping(next_wait)
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addtimer(CALLBACK(src, PROC_REF(dream_sequence), dream_fragments, current_dream), next_wait)
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else
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REMOVE_TRAIT(src, TRAIT_DREAMING, DREAMING_SOURCE)
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current_dream.OnDreamEnd(src)
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SEND_SIGNAL(src, COMSIG_END_DREAMING, current_dream)
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//-------------------------
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// DREAM DATUMS
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GLOBAL_LIST_INIT(dreams, populate_dream_list())
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/proc/populate_dream_list()
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var/list/output = list()
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for(var/datum/dream/dream_type as anything in subtypesof(/datum/dream))
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output[new dream_type] = initial(dream_type.weight)
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return output
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/**
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* Contains all the behavior needed to play a kind of dream.
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* All dream types get randomly selected from based on weight when an appropriate mobs dreams.
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*/
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/datum/dream
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/// The relative chance this dream will be randomly selected
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var/weight = 0
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/// Causes the mob to sleep long enough for the dream to finish if begun
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var/sleep_until_finished = FALSE
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/**
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* Called when beginning a new dream for the dreamer.
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* Gives back a list of dream events. Events can be text or callbacks that return text.
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*/
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/datum/dream/proc/GenerateDream(mob/living/carbon/dreamer)
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return list()
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/**
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* Called when the dream ends or is interrupted.
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*/
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/datum/dream/proc/OnDreamEnd(mob/living/carbon/dreamer)
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return
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/// The classic random dream of various words that might form a cohesive narrative, but usually wont
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/datum/dream/random
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weight = 1000
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/datum/dream/random/GenerateDream(mob/living/carbon/dreamer)
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var/list/custom_dream_nouns = get_dream_nouns(dreamer) || list()
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var/fragment = ""
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. = list()
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. += "you see"
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//Subject
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if(custom_dream_nouns.len && prob(90))
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fragment += pick(custom_dream_nouns)
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else
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fragment += pick(GLOB.dream_strings)
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if(prob(50)) //Replace the adjective space with an adjective, or just get rid of it
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fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives))
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else
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fragment = replacetext(fragment, "%ADJECTIVE% ", "")
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if(findtext(fragment, "%A% "))
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fragment = "\a [replacetext(fragment, "%A% ", "")]"
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. += fragment
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//Verb
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fragment = ""
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if(prob(50))
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if(prob(35))
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fragment += "[pick(GLOB.adverbs)] "
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fragment += pick(GLOB.ing_verbs)
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else
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fragment += "will "
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fragment += pick(GLOB.verbs)
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. += fragment
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if(prob(25))
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return
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//Object
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fragment = ""
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fragment += pick(GLOB.dream_strings)
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if(prob(50))
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fragment = replacetext(fragment, "%ADJECTIVE%", pick(GLOB.adjectives))
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else
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fragment = replacetext(fragment, "%ADJECTIVE% ", "")
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if(findtext(fragment, "%A% "))
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fragment = "\a [replacetext(fragment, "%A% ", "")]"
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. += fragment
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/datum/dream/random/proc/get_dream_nouns(mob/living/carbon/dreamer)
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var/list/custom_dream_nouns = list()
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for(var/obj/item/bedsheet/sheet in dreamer.loc)
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custom_dream_nouns += sheet.dream_messages
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return custom_dream_nouns
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/// Dream plays a random sound at you, chosen from all sounds in the folder
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/datum/dream/hear_something
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weight = 500
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var/reserved_sound_channel
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/datum/dream/hear_something/New()
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. = ..()
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RegisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(ReserveSoundChannel))
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/datum/dream/hear_something/GenerateDream(mob/living/carbon/dreamer)
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. = ..()
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. += pick("you wind up a toy", "you hear something strange", "you pick out a record to play", "you hit shuffle on your music player")
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. += CALLBACK(src, PROC_REF(PlayRandomSound))
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. += "it reminds you of something"
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/datum/dream/hear_something/OnDreamEnd(mob/living/carbon/dreamer)
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. = ..()
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// In case we play some long ass music track
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addtimer(CALLBACK(src, PROC_REF(StopSound), dreamer), 5 SECONDS)
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/datum/dream/hear_something/proc/ReserveSoundChannel()
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reserved_sound_channel = SSsounds.reserve_sound_channel_for_datum(src)
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UnregisterSignal(SSsounds, COMSIG_SUBSYSTEM_POST_INITIALIZE)
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/datum/dream/hear_something/proc/PlayRandomSound(mob/living/carbon/dreamer)
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var/sound/random_sound = sound(pick(SSsounds.all_sounds), channel=reserved_sound_channel)
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random_sound.status = SOUND_STREAM
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SEND_SOUND(dreamer, random_sound)
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return "you hear something you weren't expecting!"
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/datum/dream/hear_something/proc/StopSound(mob/living/carbon/dreamer)
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SEND_SOUND(dreamer, sound(channel=reserved_sound_channel))
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#undef DREAMING_SOURCE
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