mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 07:22:56 +00:00
137 lines
5.5 KiB
Plaintext
137 lines
5.5 KiB
Plaintext
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1, frequency = null, channel = 0, pressure_affected = TRUE)
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soundin = get_sfx(soundin) // same sound for everyone
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if(isarea(source))
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throw EXCEPTION("playsound(): source is an area")
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return
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if(isnull(frequency))
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frequency = get_rand_frequency() // Same frequency for everybody
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var/turf/turf_source = get_turf(source)
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//allocate a channel if necessary now so its the same for everyone
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channel = channel || open_sound_channel()
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// Looping through the player list has the added bonus of working for mobs inside containers
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for (var/P in GLOB.player_list)
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var/mob/M = P
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if(!M || !M.client)
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continue
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if(get_dist(M, turf_source) <= world.view + extrarange)
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var/turf/T = get_turf(M)
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if(T && T.z == turf_source.z)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, surround, channel, pressure_affected)
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1, channel = 0, pressure_affected = TRUE)
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if(!client || !can_hear())
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return
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soundin = get_sfx(soundin)
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var/sound/S = sound(soundin)
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S.wait = 0 //No queue
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S.channel = channel || open_sound_channel()
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S.volume = vol
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if (vary)
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if(frequency)
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S.frequency = frequency
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else
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S.frequency = get_rand_frequency()
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if(isturf(turf_source))
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var/turf/T = get_turf(src)
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if(pressure_affected)
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//Atmosphere affects sound
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var/pressure_factor = 1
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var/datum/gas_mixture/hearer_env = T.return_air()
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var/datum/gas_mixture/source_env = turf_source.return_air()
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if(hearer_env && source_env)
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var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
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if(pressure < ONE_ATMOSPHERE)
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pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
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else //space
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pressure_factor = 0
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var/distance = get_dist(T, turf_source)
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if(distance <= 1)
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pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound
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S.volume *= pressure_factor
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//End Atmosphere affecting sound
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if(S.volume <= 0)
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return //No sound
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// 3D sounds, the technology is here!
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if (surround)
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
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// The y value is for above your head, but there is no ceiling in 2d spessmens.
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S.y = 1
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S.falloff = falloff || FALLOFF_SOUNDS
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src << S
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/proc/open_sound_channel()
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var/static/next_channel = 1 //loop through the available 1024 - (the ones we reserve) channels and pray that its not still being used
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. = ++next_channel
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if(next_channel > CHANNEL_HIGHEST_AVAILABLE)
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next_channel = 1
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/mob/proc/stop_sound_channel(chan)
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src << sound(null, repeat = 0, wait = 0, channel = chan)
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/client/proc/playtitlemusic()
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UNTIL(SSticker.login_music) //wait for SSticker init to set the login music
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if(prefs && (prefs.toggles & SOUND_LOBBY))
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src << sound(SSticker.login_music, repeat = 0, wait = 0, volume = 85, channel = CHANNEL_LOBBYMUSIC) // MAD JAMS
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/proc/get_rand_frequency()
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return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
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/proc/get_sfx(soundin)
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if(istext(soundin))
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switch(soundin)
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if ("shatter")
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soundin = pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
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if ("explosion")
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soundin = pick('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg')
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if ("sparks")
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soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
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if ("rustle")
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soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
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if ("bodyfall")
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soundin = pick('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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if ("punch")
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soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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if ("clownstep")
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soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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if ("swing_hit")
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soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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if ("hiss")
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soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
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if ("pageturn")
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soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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if ("gunshot")
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soundin = pick('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
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if ("ricochet")
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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')
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if ("terminal_type")
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soundin = pick('sound/machines/terminal_button01.ogg', 'sound/machines/terminal_button02.ogg', 'sound/machines/terminal_button03.ogg', \
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'sound/machines/terminal_button04.ogg', 'sound/machines/terminal_button05.ogg', 'sound/machines/terminal_button06.ogg', \
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'sound/machines/terminal_button07.ogg', 'sound/machines/terminal_button08.ogg')
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return soundin
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/proc/playsound_global(file, repeat=0, wait, channel, volume)
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for(var/V in GLOB.clients)
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V << sound(file, repeat, wait, channel, volume)
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