Files
Bubberstation/code/modules/assembly/voice.dm
FeudeyTF 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00

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#define INCLUSIVE_MODE 1
#define EXCLUSIVE_MODE 2
#define RECOGNIZER_MODE 3
#define VOICE_SENSOR_MODE 4
/obj/item/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
assembly_behavior = ASSEMBLY_TOGGLEABLE_INPUT
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
var/listening = FALSE
/// The activation message is tracked using this var.
var/recorded = ""
var/mode = INCLUSIVE_MODE
var/static/list/modes = list(
"inclusive",
"exclusive",
"recognizer",
"voice sensor",
)
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/voice/Initialize(mapload)
. = ..()
become_hearing_sensitive(ROUNDSTART_TRAIT)
/obj/item/assembly/voice/examine(mob/user)
. = ..()
. += span_notice("Use a multitool to swap between \"inclusive\", \"exclusive\", \"recognizer\", and \"voice sensor\" mode.")
/obj/item/assembly/voice/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, radio_freq_name, radio_freq_color, list/spans, list/message_mods = list(), message_range)
. = ..()
if(message_mods[WHISPER_MODE] || message_mods[MODE_RELAY]) //Too quiet lad
return FALSE
if(speaker == src)
return FALSE
// raw_message can contain multiple spaces between words etc which are not seen in chat due to HTML rendering
// this means if the teller records a message with e.g. double spaces or tabs, other people will not be able to trigger the sensor since they don't know how to perform the same combination
raw_message = htmlrendertext(raw_message)
if(listening && !radio_freq)
record_speech(speaker, raw_message, message_language)
else
if(check_activation(speaker, raw_message))
send_pulse()
return TRUE
/obj/item/assembly/voice/proc/record_speech(atom/movable/speaker, raw_message, datum/language/message_language)
switch(mode)
if(INCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", sanitize = FALSE, language = message_language)
if(EXCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", sanitize = FALSE, language = message_language)
if(RECOGNIZER_MODE)
recorded = speaker.GetVoice()
listening = FALSE
say("Your voice pattern is saved.", language = message_language)
if(VOICE_SENSOR_MODE)
if(length(raw_message))
send_pulse()
/obj/item/assembly/voice/proc/check_activation(atom/movable/speaker, raw_message)
if (recorded == "")
return FALSE
switch(mode)
if(INCLUSIVE_MODE)
if(findtext(raw_message, recorded))
return TRUE
if(EXCLUSIVE_MODE)
if(raw_message == recorded)
return TRUE
if(RECOGNIZER_MODE)
if(speaker.GetVoice() == recorded)
return TRUE
if(VOICE_SENSOR_MODE)
if(length(raw_message))
return TRUE
return FALSE
/obj/item/assembly/voice/proc/send_pulse()
visible_message("clicks", visible_message_flags = EMOTE_MESSAGE)
playsound(src, 'sound/effects/whirthunk.ogg', 30)
addtimer(CALLBACK(src, PROC_REF(pulse)), 2 SECONDS)
/obj/item/assembly/voice/multitool_act(mob/living/user, obj/item/I)
..()
mode %= modes.len
mode++
to_chat(user, span_notice("You set [src] into [modes[mode]] mode."))
listening = FALSE
recorded = ""
return TRUE
/obj/item/assembly/voice/activate()
if(!secured || holder)
return FALSE
listening = !listening
say("[listening ? "Now" : "No longer"] recording input.")
return TRUE
/obj/item/assembly/voice/attack_self(mob/user)
if(!user)
return FALSE
activate()
return TRUE
/obj/item/assembly/voice/toggle_secure()
. = ..()
listening = FALSE
#undef INCLUSIVE_MODE
#undef EXCLUSIVE_MODE
#undef RECOGNIZER_MODE
#undef VOICE_SENSOR_MODE