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https://github.com/CHOMPStation2/CHOMPStation2.git
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Reenable Air Pump Soundloop
After extensive testing, there's no way to simply confine the airpump to a single sound channel without extreme wonkiness/inaudible audio, and the suggestion of a global audio channel resulted in no audio playing at all. Attempting to make a static loop caused horrible feedback, so that was a no-go, and attempting to set up a check to find out if there are mobs near a vent (basically a proximity check) does the same thing/uses the same amount of resources that simply doing playsound() does - but in reverse. Tested with ShadowLarkens <shadowlarkens@gmail.com>'s help
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@@ -47,7 +47,7 @@
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var/radio_filter_out
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var/radio_filter_in
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//var/datum/looping_sound/air_pump/soundloop //VOREStation Removal
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var/datum/looping_sound/air_pump/soundloop
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/obj/machinery/atmospherics/unary/vent_pump/on
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use_power = USE_POWER_IDLE
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@@ -77,7 +77,7 @@
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/obj/machinery/atmospherics/unary/vent_pump/Initialize()
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. = ..()
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//soundloop = new(list(src), FALSE) //VOREStation Removal
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soundloop = new(list(src), FALSE)
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/obj/machinery/atmospherics/unary/vent_pump/New()
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..()
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@@ -95,7 +95,7 @@
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if(initial_loc)
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initial_loc.air_vent_info -= id_tag
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initial_loc.air_vent_names -= id_tag
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//QDEL_NULL(soundloop) //VOREStation Removal
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QDEL_NULL(soundloop)
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return ..()
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/obj/machinery/atmospherics/unary/vent_pump/high_volume
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@@ -181,15 +181,15 @@
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/obj/machinery/atmospherics/unary/vent_pump/proc/can_pump()
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if(stat & (NOPOWER|BROKEN))
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//soundloop.stop() //VOREStation Removal
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soundloop.stop()
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return 0
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if(!use_power)
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//soundloop.stop() //VOREStation Removal
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soundloop.stop()
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return 0
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if(welded)
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//soundloop.stop() //VOREStation Removal
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soundloop.stop()
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return 0
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//soundloop.start() //VOREStation Removal
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soundloop.start()
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return 1
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/obj/machinery/atmospherics/unary/vent_pump/process()
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