Files
Bubberstation/code/datums/components/area_sound_manager.dm
MrMelbert 1e8f19bec0 Area sound manager no longer skips over soundless areas when determining next play time (#93142)
## About The Pull Request

Fixes #93139

`/datum/component/area_sound_manager` has logic which prevents sound
loops from overlapping when going from an area with a sound loop to
another are with a sound loop.

However the logic fails when going from an area with a sound loop to one
without.

So I reworked the logic. Now it tracks the world.time when the current
sound stops any time we exit an area with a loop (even if the new area
has no loop). That world.time is later used if we re-enter the area with
the loop to see if we can start playing immediately, or need to wait.

## Changelog

🆑 Melbert
fix: Entering and exiting an area with sounds associated (such as
lavaland or the ice wastes while a storm is active) will no longer
result in the storm sounds stacking up
/🆑
2025-09-28 21:12:11 +02:00

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///Allows you to set a theme for a set of areas without tying them to looping sounds explicitly
/datum/component/area_sound_manager
dupe_mode = COMPONENT_DUPE_ALLOWED
///area -> looping sound type
var/list/area_to_looping_type = list()
///Current sound loop
var/datum/looping_sound/our_loop
///A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves
var/list/accepted_zs
/// World.time when we are allowed to start another sound loop
VAR_PRIVATE/next_loop_time
/datum/component/area_sound_manager/Initialize(area_loop_pairs, change_on, remove_on, acceptable_zs)
if(!ismovable(parent))
return
area_to_looping_type = area_loop_pairs
accepted_zs = acceptable_zs
change_the_track()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(react_to_move))
RegisterSignal(parent, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(react_to_z_move))
// change on can be a list of signals
if(islist(change_on))
RegisterSignals(parent, change_on, PROC_REF(handle_change))
else if(!isnull(change_on))
RegisterSignal(parent, change_on, PROC_REF(handle_change))
// remove on can be a list of signals
if(islist(remove_on))
RegisterSignals(parent, remove_on, PROC_REF(handle_removal))
else if(!isnull(remove_on))
RegisterSignal(parent, remove_on, PROC_REF(handle_removal))
/datum/component/area_sound_manager/Destroy(force)
QDEL_NULL(our_loop)
. = ..()
/datum/component/area_sound_manager/proc/react_to_move(datum/source, atom/oldloc, dir, forced)
SIGNAL_HANDLER
var/list/loop_lookup = area_to_looping_type
if(loop_lookup[get_area(oldloc)] == loop_lookup[get_area(parent)])
return
change_the_track(TRUE)
/datum/component/area_sound_manager/proc/react_to_z_move(datum/source, turf/old_turf, turf/new_turf)
SIGNAL_HANDLER
if(!length(accepted_zs) || (new_turf.z in accepted_zs))
return
qdel(src)
/datum/component/area_sound_manager/proc/handle_removal(datum/source)
SIGNAL_HANDLER
qdel(src)
/datum/component/area_sound_manager/proc/handle_change(datum/source)
SIGNAL_HANDLER
change_the_track()
/datum/component/area_sound_manager/proc/change_the_track(skip_start = FALSE)
var/existing_loop_id = our_loop?.timer_id
if(existing_loop_id)
// Time left will sometimes return negative values, just ignore them and start a new sound loop now
next_loop_time = world.time + max(timeleft(existing_loop_id, SSsound_loops) || 0, 0)
QDEL_NULL(our_loop)
var/area/our_area = get_area(parent)
var/new_loop_type = area_to_looping_type[our_area]
if(!new_loop_type)
return
our_loop = new new_loop_type(parent, FALSE, TRUE, skip_start)
// We're not ready to start another loop, wait before changing the sound so we don't double up
if(next_loop_time > world.time)
addtimer(CALLBACK(src, PROC_REF(start_looping_sound)), next_loop_time - world.time, TIMER_UNIQUE | TIMER_CLIENT_TIME | TIMER_NO_HASH_WAIT | TIMER_DELETE_ME, SSsound_loops)
return
start_looping_sound()
/datum/component/area_sound_manager/proc/start_looping_sound()
our_loop?.start()