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https://github.com/CHOMPStation2/CHOMPStation2.git
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Adds Door Volume Channel
Adds Door Channel Volume preference for doors, that applies to open/close/bolts sounds.
This commit is contained in:
@@ -463,10 +463,13 @@ var/global/list/##LIST_NAME = list();\
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#define FONT_GIANT(X) "<font size='5'>[X]</font>"
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#define FONT_GIANT(X) "<font size='5'>[X]</font>"
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// Volume Channel Defines
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#define VOLUME_CHANNEL_MASTER "Master"
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#define VOLUME_CHANNEL_MASTER "Master"
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#define VOLUME_CHANNEL_AMBIENCE "Ambience"
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#define VOLUME_CHANNEL_AMBIENCE "Ambience"
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#define VOLUME_CHANNEL_ALARMS "Alarms"
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#define VOLUME_CHANNEL_ALARMS "Alarms"
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#define VOLUME_CHANNEL_VORE "Vore"
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#define VOLUME_CHANNEL_VORE "Vore"
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#define VOLUME_CHANNEL_DOORS "Doors"
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// Make sure you update this or clients won't be able to adjust the channel
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// Make sure you update this or clients won't be able to adjust the channel
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GLOBAL_LIST_INIT(all_volume_channels, list(
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GLOBAL_LIST_INIT(all_volume_channels, list(
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@@ -474,4 +477,5 @@ GLOBAL_LIST_INIT(all_volume_channels, list(
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VOLUME_CHANNEL_AMBIENCE,
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VOLUME_CHANNEL_AMBIENCE,
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VOLUME_CHANNEL_ALARMS,
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VOLUME_CHANNEL_ALARMS,
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VOLUME_CHANNEL_VORE,
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VOLUME_CHANNEL_VORE,
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VOLUME_CHANNEL_DOORS,
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))
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))
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@@ -81,7 +81,7 @@
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if(do_after(user,5 SECONDS,src))
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if(do_after(user,5 SECONDS,src))
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visible_message("<span class='danger'>\The [user] forces \the [src] open, sparks flying from its electronics!</span>")
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visible_message("<span class='danger'>\The [user] forces \the [src] open, sparks flying from its electronics!</span>")
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src.do_animate("spark")
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src.do_animate("spark")
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playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1)
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playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS)
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src.locked = 0
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src.locked = 0
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src.welded = 0
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src.welded = 0
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update_icon()
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update_icon()
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@@ -90,7 +90,7 @@
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else if(src.density)
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else if(src.density)
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visible_message("<span class='alium'>\The [user] begins forcing \the [src] open!</span>")
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visible_message("<span class='alium'>\The [user] begins forcing \the [src] open!</span>")
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if(do_after(user, 5 SECONDS,src))
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if(do_after(user, 5 SECONDS,src))
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playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1)
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playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS)
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visible_message("<span class='danger'>\The [user] forces \the [src] open!</span>")
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visible_message("<span class='danger'>\The [user] forces \the [src] open!</span>")
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open(1)
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open(1)
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else
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else
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@@ -1173,9 +1173,9 @@ About the new airlock wires panel:
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//if the door is unpowered then it doesn't make sense to hear the woosh of a pneumatic actuator
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//if the door is unpowered then it doesn't make sense to hear the woosh of a pneumatic actuator
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if(arePowerSystemsOn())
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if(arePowerSystemsOn())
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playsound(src, open_sound_powered, 50, 1)
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playsound(src, open_sound_powered, 50, 1, volume_channel = VOLUME_CHANNEL_DOORS)
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else
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else
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playsound(src, open_sound_unpowered, 75, 1)
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playsound(src, open_sound_unpowered, 75, 1, volume_channel = VOLUME_CHANNEL_DOORS)
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if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
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if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
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src.closeOther.close()
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src.closeOther.close()
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@@ -1271,9 +1271,9 @@ About the new airlock wires panel:
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use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
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use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
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has_beeped = 0
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has_beeped = 0
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if(arePowerSystemsOn())
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if(arePowerSystemsOn())
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playsound(src, close_sound_powered, 50, 1)
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playsound(src, close_sound_powered, 50, 1, volume_channel = VOLUME_CHANNEL_DOORS)
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else
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else
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playsound(src, open_sound_unpowered, 75, 1)
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playsound(src, open_sound_unpowered, 75, 1, volume_channel = VOLUME_CHANNEL_DOORS)
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for(var/turf/turf in locs)
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for(var/turf/turf in locs)
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var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf)
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var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf)
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if(killthis)
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if(killthis)
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@@ -1287,7 +1287,7 @@ About the new airlock wires panel:
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if (operating && !forced) return 0
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if (operating && !forced) return 0
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src.locked = 1
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src.locked = 1
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playsound(src, bolt_down_sound, 30, 0, 3)
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playsound(src, bolt_down_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS)
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for(var/mob/M in range(1,src))
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for(var/mob/M in range(1,src))
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M.show_message("You hear a click from the bottom of the door.", 2)
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M.show_message("You hear a click from the bottom of the door.", 2)
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update_icon()
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update_icon()
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@@ -1301,7 +1301,7 @@ About the new airlock wires panel:
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if(operating || !src.arePowerSystemsOn() || wires.is_cut(WIRE_DOOR_BOLTS)) return
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if(operating || !src.arePowerSystemsOn() || wires.is_cut(WIRE_DOOR_BOLTS)) return
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src.locked = 0
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src.locked = 0
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playsound(src, bolt_up_sound, 30, 0, 3)
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playsound(src, bolt_up_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS)
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for(var/mob/M in range(1,src))
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for(var/mob/M in range(1,src))
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M.show_message("You hear a click from the bottom of the door.", 2)
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M.show_message("You hear a click from the bottom of the door.", 2)
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update_icon()
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update_icon()
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