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…ing silently ## About The Pull Request While reviewing the recent sound optimization PR I noticed that a bunch of checks here really make no sense to just fail silently when nobody should be doing this in the first place Immediately started screaming on run so thats a good sign ## Changelog 🆑 code: previously silent failures due to empty sounds or too low volumes will now create a runtime in the runtime log fix: some footstep sounds like robotic or slimes are no longer silent /🆑 --------- Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
237 lines
8.7 KiB
Plaintext
237 lines
8.7 KiB
Plaintext
///Footstep element. Plays footsteps at parents location when it is appropriate.
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/datum/element/footstep
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element_flags = ELEMENT_DETACH_ON_HOST_DESTROY|ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///A list containing living mobs and the number of steps they have taken since the last time their footsteps were played.
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var/list/steps_for_living = list()
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///volume determines the extra volume of the footstep. This is multiplied by the base volume, should there be one.
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var/volume
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///e_range stands for extra range - aka how far the sound can be heard. This is added to the base value and ignored if there isn't a base value.
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var/e_range
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///footstep_type is a define which determines what kind of sounds should get chosen.
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var/footstep_type
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///This can be a list OR a soundfile OR null. Determines whatever sound gets played.
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var/footstep_sounds
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///Whether or not to add variation to the sounds played
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var/sound_vary = FALSE
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/datum/element/footstep/Attach(datum/target, footstep_type = FOOTSTEP_MOB_BAREFOOT, volume = 0.5, e_range = -8, sound_vary = FALSE)
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. = ..()
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if(!ismovable(target))
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return ELEMENT_INCOMPATIBLE
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src.volume = volume
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src.e_range = e_range
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src.footstep_type = footstep_type
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src.sound_vary = sound_vary
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switch(footstep_type)
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if(FOOTSTEP_MOB_HUMAN)
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if(!ishuman(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(play_humanstep))
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steps_for_living[target] = 0
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return
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if(FOOTSTEP_MOB_CLAW)
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footstep_sounds = GLOB.clawfootstep
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if(FOOTSTEP_MOB_BAREFOOT)
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footstep_sounds = GLOB.barefootstep
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if(FOOTSTEP_MOB_HEAVY)
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footstep_sounds = GLOB.heavyfootstep
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if(FOOTSTEP_MOB_SHOE)
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footstep_sounds = GLOB.footstep
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if(FOOTSTEP_MOB_RUST)
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footstep_sounds = 'sound/effects/footstep/rustystep1.ogg'
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src.volume = 90*volume
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if(FOOTSTEP_MOB_SLIME)
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footstep_sounds = 'sound/effects/footstep/slime1.ogg'
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src.volume = 90*volume
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if(FOOTSTEP_OBJ_MACHINE)
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footstep_sounds = 'sound/effects/bang.ogg'
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src.volume = 90*volume
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(play_simplestep_machine))
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return
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if(FOOTSTEP_OBJ_ROBOT)
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footstep_sounds = 'sound/effects/tank_treads.ogg'
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src.volume = 90*volume
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(play_simplestep_machine))
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return
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(play_simplestep))
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steps_for_living[target] = 0
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/datum/element/footstep/Detach(atom/movable/source)
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UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
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steps_for_living -= source
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return ..()
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///Prepares a footstep for living mobs. Determines if it should get played. Returns the turf it should get played on. Note that it is always a /turf/open
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/datum/element/footstep/proc/prepare_step(mob/living/source)
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var/turf/open/turf = get_turf(source)
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if(!istype(turf))
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return
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if(source.buckled || source.throwing || source.movement_type & (VENTCRAWLING | FLYING) || HAS_TRAIT(source, TRAIT_IMMOBILIZED) || CHECK_MOVE_LOOP_FLAGS(source, MOVEMENT_LOOP_OUTSIDE_CONTROL))
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return
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if(source.body_position == LYING_DOWN) //play crawling sound if we're lying
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if(turf.footstep)
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var/sound = 'sound/effects/footstep/crawl1.ogg'
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if(HAS_TRAIT(source, TRAIT_FLOPPING))
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sound = pick(SFX_FISH_PICKUP, 'sound/mobs/non-humanoids/fish/fish_drop1.ogg')
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playsound(turf, sound, 15 * volume, falloff_distance = 1, vary = sound_vary)
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return
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if(iscarbon(source) && source.move_intent == MOVE_INTENT_WALK)
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return // stealth
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steps_for_living[source] += 1
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var/steps = steps_for_living[source]
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if(steps >= 24)
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// right foot = 0, 4, 8, 12, 16, 20
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// left foot = 2, 6, 10, 14, 18, 22
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// 24 -> return to 0 -> right foot, repeat
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steps_for_living[source] = 0
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steps = 0
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if(steps % 2)
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// skipping every other step, anyways. gets noisy otherwise
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return
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if(steps % 6 != 0 && !source.has_gravity())
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// don't need to step as often when you hop around
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return
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var/list/footstep_data = list(
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FOOTSTEP_MOB_SHOE = turf.footstep,
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FOOTSTEP_MOB_BAREFOOT = turf.barefootstep,
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FOOTSTEP_MOB_HEAVY = turf.heavyfootstep,
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FOOTSTEP_MOB_CLAW = turf.clawfootstep,
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STEP_SOUND_PRIORITY = STEP_SOUND_NO_PRIORITY,
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)
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var/sigreturn = SEND_SIGNAL(turf, COMSIG_TURF_PREPARE_STEP_SOUND, footstep_data)
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if(sigreturn & FOOTSTEP_OVERRIDEN)
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return footstep_data
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if(isnull(turf.footstep))
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// The turf has no footstep sound (e.g. open space)
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// and none of the objects on that turf (e.g. catwalks) overrides it
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return null
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return footstep_data
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/datum/element/footstep/proc/play_simplestep(mob/living/source, atom/oldloc, direction, forced, list/old_locs, momentum_change)
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SIGNAL_HANDLER
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if(source.moving_diagonally == SECOND_DIAG_STEP)
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return // to prevent a diagonal step from counting as 2
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if (forced || SHOULD_DISABLE_FOOTSTEPS(source))
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return
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var/list/prepared_steps = prepare_step(source)
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if(isnull(prepared_steps))
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return
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if(isfile(footstep_sounds) || istext(footstep_sounds))
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/// the volume for this is defined on attach when the sound gets set footstep_sounds
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playsound(source.loc, footstep_sounds, volume, falloff_distance = 1, vary = sound_vary)
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return
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var/turf_footstep = prepared_steps[footstep_type]
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if(isnull(turf_footstep) || !footstep_sounds[turf_footstep])
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return
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playsound(source.loc, pick(footstep_sounds[turf_footstep][1]), footstep_sounds[turf_footstep][2] * volume, TRUE, footstep_sounds[turf_footstep][3] + e_range, falloff_distance = 1, vary = sound_vary)
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/datum/element/footstep/proc/play_humanstep(mob/living/carbon/human/source, atom/oldloc, direction, forced, list/old_locs, momentum_change)
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SIGNAL_HANDLER
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if(source.moving_diagonally == SECOND_DIAG_STEP)
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return // to prevent a diagonal step from counting as 2
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if (forced || SHOULD_DISABLE_FOOTSTEPS(source) || !momentum_change)
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return
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var/list/prepared_steps = prepare_step(source)
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if(isnull(prepared_steps))
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return
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var/footstep_type = null
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var/list/footstep_sounds
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var/stepcount = steps_for_living[source]
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// any leg covering sounds defaults to shoe sounds
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if((source.wear_suit?.body_parts_covered|source.w_uniform?.body_parts_covered|source.shoes?.body_parts_covered) & FEET)
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footstep_type = FOOTSTEP_MOB_SHOE
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// now pick whether to draw from left foot or right foot sounds
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else
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var/obj/item/bodypart/leg/left_leg = source.get_bodypart(BODY_ZONE_L_LEG)
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var/obj/item/bodypart/leg/right_leg = source.get_bodypart(BODY_ZONE_R_LEG)
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if(stepcount == 2 || stepcount == 6)
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footstep_sounds = left_leg?.special_footstep_sounds || right_leg?.special_footstep_sounds
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footstep_type = left_leg?.footstep_type || right_leg?.footstep_type
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else
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footstep_sounds = right_leg?.special_footstep_sounds || left_leg?.special_footstep_sounds
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footstep_type = right_leg?.footstep_type || left_leg?.footstep_type
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// allow for snowflake effects to take priority
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if(!length(footstep_sounds))
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switch(footstep_type)
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if(FOOTSTEP_MOB_CLAW)
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footstep_sounds = GLOB.clawfootstep[prepared_steps[footstep_type]]
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if(FOOTSTEP_MOB_BAREFOOT)
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footstep_sounds = GLOB.barefootstep[prepared_steps[footstep_type]]
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if(FOOTSTEP_MOB_HEAVY)
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footstep_sounds = GLOB.heavyfootstep[prepared_steps[footstep_type]]
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if(FOOTSTEP_MOB_SHOE)
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footstep_sounds = GLOB.footstep[prepared_steps[footstep_type]]
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if(null)
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return
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else
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// Got an unsupported type, somehow
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CRASH("Invalid footstep type for human footstep: \[[footstep_type]\]")
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// no snowflake, and no (found) footstep sounds, nothing to do
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if(!length(footstep_sounds))
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return
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var/volume_multiplier = 1
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var/range_adjustment = 0
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if(HAS_TRAIT(source, TRAIT_LIGHT_STEP))
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volume_multiplier = 0.6
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range_adjustment = -2
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// list returned by playsound() filled by client mobs who heard the footstep. given to play_fov_effect()
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var/list/heard_clients
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var/picked_sound = pick(footstep_sounds[1])
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var/picked_volume = footstep_sounds[2] * volume * volume_multiplier
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var/picked_range = footstep_sounds[3] + e_range + range_adjustment
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heard_clients = playsound(
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source = source,
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soundin = picked_sound,
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vol = picked_volume,
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vary = sound_vary,
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extrarange = picked_range,
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falloff_distance = 1,
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)
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if(heard_clients)
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play_fov_effect(source, 5, "footstep", direction, ignore_self = TRUE, override_list = heard_clients)
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///Prepares a footstep for machine walking
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/datum/element/footstep/proc/play_simplestep_machine(atom/movable/source, atom/oldloc, direction, forced, list/old_locs, momentum_change)
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SIGNAL_HANDLER
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if(source.moving_diagonally == SECOND_DIAG_STEP)
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return // to prevent a diagonal step from counting as 2
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if (forced || SHOULD_DISABLE_FOOTSTEPS(source))
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return
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var/turf/open/source_loc = get_turf(source)
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if(!istype(source_loc))
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return
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if(CHECK_MOVE_LOOP_FLAGS(source, MOVEMENT_LOOP_OUTSIDE_CONTROL))
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return
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playsound(source_loc, footstep_sounds, 50, falloff_distance = 1, vary = sound_vary)
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