Files
Bubberstation/code/game/sound.dm
Really-Good-Soda-Flavor a0459ad410 Moves playsound_local() to mob and gets rid of a useless proc. (#26726)
* playsound_local to mob

* Suggested change
2017-05-01 20:01:55 -06:00

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