Files
Bubberstation/code/game/sound.dm
LemonInTheDark 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](0293fdc2bd)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00

420 lines
18 KiB
Plaintext

///Default override for echo
/sound
echo = list(
0, // Direct
0, // DirectHF
-10000, // Room, -10000 means no low frequency sound reverb
-10000, // RoomHF, -10000 means no high frequency sound reverb
0, // Obstruction
0, // ObstructionLFRatio
0, // Occlusion
0.25, // OcclusionLFRatio
1.5, // OcclusionRoomRatio
1.0, // OcclusionDirectRatio
0, // Exclusion
1.0, // ExclusionLFRatio
0, // OutsideVolumeHF
0, // DopplerFactor
0, // RolloffFactor
0, // RoomRolloffFactor
1.0, // AirAbsorptionFactor
0, // Flags (1 = Auto Direct, 2 = Auto Room, 4 = Auto RoomHF)
)
environment = SOUND_ENVIRONMENT_NONE //Default to none so sounds without overrides dont get reverb
/**
* playsound is a proc used to play a 3D sound in a specific range. This uses SOUND_RANGE + extra_range to determine that.
*
* source - Origin of sound.
* soundin - Either a file, or a string that can be used to get an SFX.
* vol - The volume of the sound, excluding falloff and pressure affection.
* vary - bool that determines if the sound changes pitch every time it plays.
* extrarange - modifier for sound range. This gets added on top of SOUND_RANGE.
* falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
* frequency - playback speed of audio.
* channel - The channel the sound is played at.
* pressure_affected - Whether or not difference in pressure affects the sound (E.g. if you can hear in space).
* ignore_walls - Whether or not the sound can pass through walls.
* falloff_distance - Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
*/
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff_exponent = SOUND_FALLOFF_EXPONENT, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, use_reverb = TRUE)
if(isarea(source))
CRASH("playsound(): source is an area")
var/turf/turf_source = get_turf(source)
if (!turf_source || !soundin || !vol)
return
//allocate a channel if necessary now so its the same for everyone
channel = channel || SSsounds.random_available_channel()
var/sound/S = sound(get_sfx(soundin))
var/maxdistance = SOUND_RANGE + extrarange
var/source_z = turf_source.z
var/list/listeners = SSmobs.clients_by_zlevel[source_z].Copy()
. = list()//output everything that successfully heard the sound
var/turf/above_turf = GET_TURF_ABOVE(turf_source)
var/turf/below_turf = GET_TURF_BELOW(turf_source)
if(ignore_walls)
if(above_turf && istransparentturf(above_turf))
listeners += SSmobs.clients_by_zlevel[above_turf.z]
if(below_turf && istransparentturf(turf_source))
listeners += SSmobs.clients_by_zlevel[below_turf.z]
else //these sounds don't carry through walls
listeners = get_hearers_in_view(maxdistance, turf_source)
if(above_turf && istransparentturf(above_turf))
listeners += get_hearers_in_view(maxdistance, above_turf)
if(below_turf && istransparentturf(turf_source))
listeners += get_hearers_in_view(maxdistance, below_turf)
for(var/mob/listening_mob in listeners | SSmobs.dead_players_by_zlevel[source_z])//observers always hear through walls
if(get_dist(listening_mob, turf_source) <= maxdistance)
listening_mob.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, 1, use_reverb)
. += listening_mob
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff_exponent = SOUND_FALLOFF_EXPONENT, channel = 0, pressure_affected = TRUE, sound/sound_to_use, max_distance, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, distance_multiplier = 1, use_reverb = TRUE)
if(!client || !can_hear())
return
if(!sound_to_use)
sound_to_use = sound(get_sfx(soundin))
sound_to_use.wait = 0 //No queue
sound_to_use.channel = channel || SSsounds.random_available_channel()
sound_to_use.volume = vol
if(vary)
if(frequency)
sound_to_use.frequency = frequency
else
sound_to_use.frequency = get_rand_frequency()
if(isturf(turf_source))
var/turf/turf_loc = get_turf(src)
//sound volume falloff with distance
var/distance = get_dist(turf_loc, turf_source) * distance_multiplier
if(max_distance) //If theres no max_distance we're not a 3D sound, so no falloff.
sound_to_use.volume -= (max(distance - falloff_distance, 0) ** (1 / falloff_exponent)) / ((max(max_distance, distance) - falloff_distance) ** (1 / falloff_exponent)) * sound_to_use.volume
//https://www.desmos.com/calculator/sqdfl8ipgf
if(pressure_affected)
//Atmosphere affects sound
var/pressure_factor = 1
var/datum/gas_mixture/hearer_env = turf_loc.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
if(distance <= 1)
pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound
sound_to_use.volume *= pressure_factor
//End Atmosphere affecting sound
if(sound_to_use.volume <= 0)
return //No sound
var/dx = turf_source.x - turf_loc.x // Hearing from the right/left
sound_to_use.x = dx * distance_multiplier
var/dz = turf_source.y - turf_loc.y // Hearing from infront/behind
sound_to_use.z = dz * distance_multiplier
var/dy = (turf_source.z - turf_loc.z) * 5 * distance_multiplier // Hearing from above / below, multiplied by 5 because we assume height is further along coords.
sound_to_use.y = dy
sound_to_use.falloff = max_distance || 1 //use max_distance, else just use 1 as we are a direct sound so falloff isnt relevant.
// Sounds can't have their own environment. A sound's environment will be:
// 1. the mob's
// 2. the area's (defaults to SOUND_ENVRIONMENT_NONE)
if(sound_environment_override != SOUND_ENVIRONMENT_NONE)
sound_to_use.environment = sound_environment_override
else
var/area/A = get_area(src)
sound_to_use.environment = A.sound_environment
if(use_reverb && sound_to_use.environment != SOUND_ENVIRONMENT_NONE) //We have reverb, reset our echo setting
sound_to_use.echo[3] = 0 //Room setting, 0 means normal reverb
sound_to_use.echo[4] = 0 //RoomHF setting, 0 means normal reverb.
SEND_SOUND(src, sound_to_use)
/proc/sound_to_playing_players(soundin, volume = 100, vary = FALSE, frequency = 0, channel = 0, pressure_affected = FALSE, sound/S)
if(!S)
S = sound(get_sfx(soundin))
for(var/m in GLOB.player_list)
if(ismob(m) && !isnewplayer(m))
var/mob/M = m
M.playsound_local(M, null, volume, vary, frequency, null, channel, pressure_affected, S)
/mob/proc/stop_sound_channel(chan)
SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = chan))
/mob/proc/set_sound_channel_volume(channel, volume)
var/sound/S = sound(null, FALSE, FALSE, channel, volume)
S.status = SOUND_UPDATE
SEND_SOUND(src, S)
/client/proc/playtitlemusic(vol = 85)
set waitfor = FALSE
UNTIL(SSticker.login_music) //wait for SSticker init to set the login music
if(prefs && (prefs.read_preference(/datum/preference/toggle/sound_lobby)) && !CONFIG_GET(flag/disallow_title_music))
SEND_SOUND(src, sound(SSticker.login_music, repeat = 0, wait = 0, volume = vol, channel = CHANNEL_LOBBYMUSIC)) // 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(SFX_SHATTER)
soundin = pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg')
if(SFX_EXPLOSION)
soundin = pick('sound/effects/explosion1.ogg','sound/effects/explosion2.ogg')
if(SFX_EXPLOSION_CREAKING)
soundin = pick('sound/effects/explosioncreak1.ogg', 'sound/effects/explosioncreak2.ogg')
if(SFX_HULL_CREAKING)
soundin = pick('sound/effects/creak1.ogg', 'sound/effects/creak2.ogg', 'sound/effects/creak3.ogg')
if(SFX_SPARKS)
soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
if(SFX_RUSTLE)
soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
if(SFX_BODYFALL)
soundin = pick('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
if(SFX_PUNCH)
soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
if(SFX_CLOWN_STEP)
soundin = pick('sound/effects/footstep/clownstep1.ogg','sound/effects/footstep/clownstep2.ogg')
if(SFX_SUIT_STEP)
soundin = pick('sound/effects/suitstep1.ogg','sound/effects/suitstep2.ogg')
if(SFX_SWING_HIT)
soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
if(SFX_HISS)
soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
if(SFX_PAGE_TURN)
soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
if(SFX_RICOCHET)
soundin = pick( 'sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg','sound/weapons/effects/ric3.ogg','sound/weapons/effects/ric4.ogg','sound/weapons/effects/ric5.ogg')
if(SFX_TERMINAL_TYPE)
soundin = pick(list(
'sound/machines/terminal_button01.ogg',
'sound/machines/terminal_button02.ogg',
'sound/machines/terminal_button03.ogg',
'sound/machines/terminal_button04.ogg',
'sound/machines/terminal_button05.ogg',
'sound/machines/terminal_button06.ogg',
'sound/machines/terminal_button07.ogg',
'sound/machines/terminal_button08.ogg',
))
if(SFX_DESECRATION)
soundin = pick('sound/misc/desecration-01.ogg', 'sound/misc/desecration-02.ogg', 'sound/misc/desecration-03.ogg')
if(SFX_IM_HERE)
soundin = pick('sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg')
if(SFX_CAN_OPEN)
soundin = pick('sound/effects/can_open1.ogg', 'sound/effects/can_open2.ogg', 'sound/effects/can_open3.ogg')
if(SFX_BULLET_MISS)
soundin = pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg')
if(SFX_REVOLVER_SPIN)
soundin = pick('sound/weapons/gun/revolver/spin1.ogg', 'sound/weapons/gun/revolver/spin2.ogg', 'sound/weapons/gun/revolver/spin3.ogg')
if(SFX_LAW)
soundin = pick(list(
'sound/voice/beepsky/creep.ogg',
'sound/voice/beepsky/god.ogg',
'sound/voice/beepsky/iamthelaw.ogg',
'sound/voice/beepsky/insult.ogg',
'sound/voice/beepsky/radio.ogg',
'sound/voice/beepsky/secureday.ogg',
))
if(SFX_HONKBOT_E)
soundin = pick(list(
'sound/effects/pray.ogg',
'sound/effects/reee.ogg',
'sound/items/AirHorn.ogg',
'sound/items/AirHorn2.ogg',
'sound/items/bikehorn.ogg',
'sound/items/WEEOO1.ogg',
'sound/machines/buzz-sigh.ogg',
'sound/machines/ping.ogg',
'sound/magic/Fireball.ogg',
'sound/misc/sadtrombone.ogg',
'sound/voice/beepsky/creep.ogg',
'sound/voice/beepsky/iamthelaw.ogg',
'sound/voice/hiss1.ogg',
'sound/weapons/bladeslice.ogg',
'sound/weapons/flashbang.ogg',
))
if(SFX_GOOSE)
soundin = pick('sound/creatures/goose1.ogg', 'sound/creatures/goose2.ogg', 'sound/creatures/goose3.ogg', 'sound/creatures/goose4.ogg')
if(SFX_WARPSPEED)
soundin = 'sound/runtime/hyperspace/hyperspace_begin.ogg'
if(SFX_SM_CALM)
soundin = pick(list(
'sound/machines/sm/accent/normal/1.ogg',
'sound/machines/sm/accent/normal/2.ogg',
'sound/machines/sm/accent/normal/3.ogg',
'sound/machines/sm/accent/normal/4.ogg',
'sound/machines/sm/accent/normal/5.ogg',
'sound/machines/sm/accent/normal/6.ogg',
'sound/machines/sm/accent/normal/7.ogg',
'sound/machines/sm/accent/normal/8.ogg',
'sound/machines/sm/accent/normal/9.ogg',
'sound/machines/sm/accent/normal/10.ogg',
'sound/machines/sm/accent/normal/11.ogg',
'sound/machines/sm/accent/normal/12.ogg',
'sound/machines/sm/accent/normal/13.ogg',
'sound/machines/sm/accent/normal/14.ogg',
'sound/machines/sm/accent/normal/15.ogg',
'sound/machines/sm/accent/normal/16.ogg',
'sound/machines/sm/accent/normal/17.ogg',
'sound/machines/sm/accent/normal/18.ogg',
'sound/machines/sm/accent/normal/19.ogg',
'sound/machines/sm/accent/normal/20.ogg',
'sound/machines/sm/accent/normal/21.ogg',
'sound/machines/sm/accent/normal/22.ogg',
'sound/machines/sm/accent/normal/23.ogg',
'sound/machines/sm/accent/normal/24.ogg',
'sound/machines/sm/accent/normal/25.ogg',
'sound/machines/sm/accent/normal/26.ogg',
'sound/machines/sm/accent/normal/27.ogg',
'sound/machines/sm/accent/normal/28.ogg',
'sound/machines/sm/accent/normal/29.ogg',
'sound/machines/sm/accent/normal/30.ogg',
'sound/machines/sm/accent/normal/31.ogg',
'sound/machines/sm/accent/normal/32.ogg',
'sound/machines/sm/accent/normal/33.ogg',
))
if(SFX_SM_DELAM)
soundin = pick(list(
'sound/machines/sm/accent/delam/1.ogg',
'sound/machines/sm/accent/delam/2.ogg',
'sound/machines/sm/accent/delam/3.ogg',
'sound/machines/sm/accent/delam/4.ogg',
'sound/machines/sm/accent/delam/5.ogg',
'sound/machines/sm/accent/delam/6.ogg',
'sound/machines/sm/accent/delam/7.ogg',
'sound/machines/sm/accent/delam/8.ogg',
'sound/machines/sm/accent/delam/9.ogg',
'sound/machines/sm/accent/delam/10.ogg',
'sound/machines/sm/accent/delam/11.ogg',
'sound/machines/sm/accent/delam/12.ogg',
'sound/machines/sm/accent/delam/13.ogg',
'sound/machines/sm/accent/delam/14.ogg',
'sound/machines/sm/accent/delam/15.ogg',
'sound/machines/sm/accent/delam/16.ogg',
'sound/machines/sm/accent/delam/17.ogg',
'sound/machines/sm/accent/delam/18.ogg',
'sound/machines/sm/accent/delam/19.ogg',
'sound/machines/sm/accent/delam/20.ogg',
'sound/machines/sm/accent/delam/21.ogg',
'sound/machines/sm/accent/delam/22.ogg',
'sound/machines/sm/accent/delam/23.ogg',
'sound/machines/sm/accent/delam/24.ogg',
'sound/machines/sm/accent/delam/25.ogg',
'sound/machines/sm/accent/delam/26.ogg',
'sound/machines/sm/accent/delam/27.ogg',
'sound/machines/sm/accent/delam/28.ogg',
'sound/machines/sm/accent/delam/29.ogg',
'sound/machines/sm/accent/delam/30.ogg',
'sound/machines/sm/accent/delam/31.ogg',
'sound/machines/sm/accent/delam/32.ogg',
'sound/machines/sm/accent/delam/33.ogg',
))
if(SFX_HYPERTORUS_CALM)
soundin = pick(list(
'sound/machines/sm/accent/normal/1.ogg',
'sound/machines/sm/accent/normal/2.ogg',
'sound/machines/sm/accent/normal/3.ogg',
'sound/machines/sm/accent/normal/4.ogg',
'sound/machines/sm/accent/normal/5.ogg',
'sound/machines/sm/accent/normal/6.ogg',
'sound/machines/sm/accent/normal/7.ogg',
'sound/machines/sm/accent/normal/8.ogg',
'sound/machines/sm/accent/normal/9.ogg',
'sound/machines/sm/accent/normal/10.ogg',
'sound/machines/sm/accent/normal/11.ogg',
'sound/machines/sm/accent/normal/12.ogg',
'sound/machines/sm/accent/normal/13.ogg',
'sound/machines/sm/accent/normal/14.ogg',
'sound/machines/sm/accent/normal/15.ogg',
'sound/machines/sm/accent/normal/16.ogg',
'sound/machines/sm/accent/normal/17.ogg',
'sound/machines/sm/accent/normal/18.ogg',
'sound/machines/sm/accent/normal/19.ogg',
'sound/machines/sm/accent/normal/20.ogg',
'sound/machines/sm/accent/normal/21.ogg',
'sound/machines/sm/accent/normal/22.ogg',
'sound/machines/sm/accent/normal/23.ogg',
'sound/machines/sm/accent/normal/24.ogg',
'sound/machines/sm/accent/normal/25.ogg',
'sound/machines/sm/accent/normal/26.ogg',
'sound/machines/sm/accent/normal/27.ogg',
'sound/machines/sm/accent/normal/28.ogg',
'sound/machines/sm/accent/normal/29.ogg',
'sound/machines/sm/accent/normal/30.ogg',
'sound/machines/sm/accent/normal/31.ogg',
'sound/machines/sm/accent/normal/32.ogg',
'sound/machines/sm/accent/normal/33.ogg',
))
if(SFX_HYPERTORUS_MELTING)
soundin = pick(list(
'sound/machines/sm/accent/delam/1.ogg',
'sound/machines/sm/accent/delam/2.ogg',
'sound/machines/sm/accent/delam/3.ogg',
'sound/machines/sm/accent/delam/4.ogg',
'sound/machines/sm/accent/delam/5.ogg',
'sound/machines/sm/accent/delam/6.ogg',
'sound/machines/sm/accent/delam/7.ogg',
'sound/machines/sm/accent/delam/8.ogg',
'sound/machines/sm/accent/delam/9.ogg',
'sound/machines/sm/accent/delam/10.ogg',
'sound/machines/sm/accent/delam/11.ogg',
'sound/machines/sm/accent/delam/12.ogg',
'sound/machines/sm/accent/delam/13.ogg',
'sound/machines/sm/accent/delam/14.ogg',
'sound/machines/sm/accent/delam/15.ogg',
'sound/machines/sm/accent/delam/16.ogg',
'sound/machines/sm/accent/delam/17.ogg',
'sound/machines/sm/accent/delam/18.ogg',
'sound/machines/sm/accent/delam/19.ogg',
'sound/machines/sm/accent/delam/20.ogg',
'sound/machines/sm/accent/delam/21.ogg',
'sound/machines/sm/accent/delam/22.ogg',
'sound/machines/sm/accent/delam/23.ogg',
'sound/machines/sm/accent/delam/24.ogg',
'sound/machines/sm/accent/delam/25.ogg',
'sound/machines/sm/accent/delam/26.ogg',
'sound/machines/sm/accent/delam/27.ogg',
'sound/machines/sm/accent/delam/28.ogg',
'sound/machines/sm/accent/delam/29.ogg',
'sound/machines/sm/accent/delam/30.ogg',
'sound/machines/sm/accent/delam/31.ogg',
'sound/machines/sm/accent/delam/32.ogg',
'sound/machines/sm/accent/delam/33.ogg',
))
if(SFX_CRUNCHY_BUSH_WHACK)
soundin = pick('sound/effects/crunchybushwhack1.ogg', 'sound/effects/crunchybushwhack2.ogg', 'sound/effects/crunchybushwhack3.ogg')
if(SFX_TREE_CHOP)
soundin = pick('sound/effects/treechop1.ogg', 'sound/effects/treechop2.ogg', 'sound/effects/treechop3.ogg')
if(SFX_ROCK_TAP)
soundin = pick('sound/effects/rocktap1.ogg', 'sound/effects/rocktap2.ogg', 'sound/effects/rocktap3.ogg')
if(SFX_SEAR)
soundin = 'sound/weapons/sear.ogg'
return soundin