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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Big nerf and cleanup of 3D sound. should fix most of #5789
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@@ -9,7 +9,7 @@ var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','soun
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var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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//var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff)
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global)
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soundin = get_sfx(soundin) // same sound for everyone
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@@ -25,28 +25,27 @@ var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pagetur
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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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var/distance = get_dist(M, turf_source)
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if(distance <= (world.view + extrarange) * 3)
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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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//check that the air can transmit sound
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var/datum/gas_mixture/environment = T.return_air()
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if (!environment || environment.return_pressure() < SOUND_MINIMUM_PRESSURE)
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if (distance > 1)
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if (distance > 1)
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continue
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var/new_frequency = 32000 + (frequency - 32000)*0.125 //lower the frequency. very rudimentary
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var/new_volume = vol*0.15 //muffle the sound, like we're hearing through contact
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M.playsound_local(turf_source, soundin, new_volume, vary, new_frequency, falloff)
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M.playsound_local(turf_source, soundin, new_volume, vary, new_frequency, falloff, is_global)
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else
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global)
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var/const/FALLOFF_SOUNDS = 2
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var/const/SURROUND_CAP = 255
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var/const/FALLOFF_SOUNDS = 0.5
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff)
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global)
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if(!src.client || ear_deaf > 0) return
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soundin = get_sfx(soundin)
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@@ -54,8 +53,7 @@ var/const/SURROUND_CAP = 255
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S.wait = 0 //No queue
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S.channel = 0 //Any channel
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S.volume = vol
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S.environment = 2
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S.environment = -1
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if (vary)
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if(frequency)
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S.frequency = frequency
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@@ -65,20 +63,20 @@ var/const/SURROUND_CAP = 255
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if(isturf(turf_source))
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// 3D sounds, the technology is here!
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var/turf/T = get_turf(src)
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S.volume -= get_dist(T, turf_source) * 0.75
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S.volume -= get_dist(T, turf_source) * 2 //multiplicative falloff to add on top of natural audio falloff.
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var/datum/gas_mixture/environment = T.return_air()
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S.volume -= environment.return_pressure()/100 + 1
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if (S.volume < 0)
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S.volume = 0
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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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S.x = dx
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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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S.z = dz
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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 : FALLOFF_SOUNDS)
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if(!is_global)
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S.environment = 2
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src << S
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/client/proc/playtitlemusic()
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