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https://github.com/CHOMPStation2/CHOMPStation2.git
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POLARIS: Port's /tg/'s current sound.dm, plus pref
It's mostly the same, just a little more efficient. I added a 'preferences' var to pass a datum and decide whether or not to play the sound for that client based on some preference.
This commit is contained in:
@@ -21,8 +21,6 @@
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#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD * BREATH_PERCENTAGE * 0.16)
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#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD * BREATH_PERCENTAGE * 0.16)
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#define HUMAN_HEAT_CAPACITY 280000 //J/K For 80kg person
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#define HUMAN_HEAT_CAPACITY 280000 //J/K For 80kg person
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#define SOUND_MINIMUM_PRESSURE 10
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#define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE.
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#define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE.
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#define MAX_HIGH_PRESSURE_DAMAGE 4 // This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
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#define MAX_HIGH_PRESSURE_DAMAGE 4 // This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
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#define LOW_PRESSURE_DAMAGE 2 // The amount of damage someone takes when in a low pressure area. (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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#define LOW_PRESSURE_DAMAGE 2 // The amount of damage someone takes when in a low pressure area. (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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56
code/__defines/sound.dm
Normal file
56
code/__defines/sound.dm
Normal file
@@ -0,0 +1,56 @@
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//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on
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#define CHANNEL_LOBBYMUSIC 1024
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#define CHANNEL_ADMIN 1023
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#define CHANNEL_VOX 1022
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#define CHANNEL_JUKEBOX 1021
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#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
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#define CHANNEL_AMBIENCE_FORCED 1019
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#define CHANNEL_AMBIENCE 1018
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#define CHANNEL_BUZZ 1017
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#define CHANNEL_BICYCLE 1016
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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
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//KEEP IT UPDATED
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#define CHANNEL_HIGHEST_AVAILABLE 1015
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#define SOUND_MINIMUM_PRESSURE 10
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#define FALLOFF_SOUNDS 0.5
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//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
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#define GENERIC 0
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#define PADDED_CELL 1
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#define ROOM 2
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#define BATHROOM 3
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#define LIVINGROOM 4
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#define STONEROOM 5
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#define AUDITORIUM 6
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#define CONCERT_HALL 7
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#define CAVE 8
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#define ARENA 9
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#define HANGAR 10
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#define CARPETED_HALLWAY 11
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#define HALLWAY 12
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#define STONE_CORRIDOR 13
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#define ALLEY 14
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#define FOREST 15
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#define CITY 16
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#define MOUNTAINS 17
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#define QUARRY 18
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#define PLAIN 19
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#define PARKING_LOT 20
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#define SEWER_PIPE 21
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#define UNDERWATER 22
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#define DRUGGED 23
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#define DIZZY 24
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#define PSYCHOTIC 25
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#define STANDARD_STATION STONEROOM
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#define LARGE_ENCLOSED HANGAR
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#define SMALL_ENCLOSED BATHROOM
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#define TUNNEL_ENCLOSED CAVE
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#define LARGE_SOFTFLOOR CARPETED_HALLWAY
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#define MEDIUM_SOFTFLOOR LIVINGROOM
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#define SMALL_SOFTFLOOR ROOM
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#define ASTEROID CAVE
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#define SPACE UNDERWATER
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@@ -260,26 +260,26 @@ var/list/mob/living/forced_ambiance_list = new
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// If we previously were in an area with force-played ambiance, stop it.
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// If we previously were in an area with force-played ambiance, stop it.
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if(L in forced_ambiance_list)
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if(L in forced_ambiance_list)
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L << sound(null, channel = 1)
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L << sound(null, channel = CHANNEL_AMBIENCE_FORCED)
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forced_ambiance_list -= L
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forced_ambiance_list -= L
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if(!L.client.ambience_playing)
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if(!L.client.ambience_playing)
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L.client.ambience_playing = 1
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L.client.ambience_playing = 1
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L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = 2)
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L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_AMBIENCE)
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if(forced_ambience)
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if(forced_ambience)
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if(forced_ambience.len)
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if(forced_ambience.len)
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forced_ambiance_list |= L
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forced_ambiance_list |= L
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var/sound/chosen_ambiance = pick(forced_ambience)
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var/sound/chosen_ambiance = pick(forced_ambience)
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if(!istype(chosen_ambiance))
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if(!istype(chosen_ambiance))
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chosen_ambiance = sound(chosen_ambiance, repeat = 1, wait = 0, volume = 25, channel = 1)
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chosen_ambiance = sound(chosen_ambiance, repeat = 1, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE_FORCED)
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L << chosen_ambiance
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L << chosen_ambiance
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else
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else
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L << sound(null, channel = 1)
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L << sound(null, channel = 1)
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else if(src.ambience.len && prob(35))
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else if(src.ambience.len && prob(35))
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if((world.time >= L.client.played + 600))
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if((world.time >= L.client.played + 600))
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var/sound = pick(ambience)
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var/sound = pick(ambience)
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L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1)
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L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE)
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L.client.played = world.time
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L.client.played = world.time
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/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
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/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
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@@ -1,107 +1,50 @@
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//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, is_global, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, preference = null)
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#define GENERIC 0
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#define PADDED_CELL 1
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#define ROOM 2
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#define BATHROOM 3
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#define LIVINGROOM 4
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#define STONEROOM 5
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#define AUDITORIUM 6
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#define CONCERT_HALL 7
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#define CAVE 8
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#define ARENA 9
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#define HANGAR 10
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#define CARPETED_HALLWAY 11
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#define HALLWAY 12
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#define STONE_CORRIDOR 13
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#define ALLEY 14
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#define FOREST 15
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#define CITY 16
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#define MOUNTAINS 17
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#define QUARRY 18
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#define PLAIN 19
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#define PARKING_LOT 20
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#define SEWER_PIPE 21
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#define UNDERWATER 22
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#define DRUGGED 23
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#define DIZZY 24
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#define PSYCHOTIC 25
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#define STANDARD_STATION STONEROOM
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#define LARGE_ENCLOSED HANGAR
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#define SMALL_ENCLOSED BATHROOM
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#define TUNNEL_ENCLOSED CAVE
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#define LARGE_SOFTFLOOR CARPETED_HALLWAY
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#define MEDIUM_SOFTFLOOR LIVINGROOM
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#define SMALL_SOFTFLOOR ROOM
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#define ASTEROID CAVE
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#define SPACE UNDERWATER
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var/list/shatter_sound = list('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
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var/list/explosion_sound = list('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg','sound/effects/Explosion3.ogg','sound/effects/Explosion4.ogg','sound/effects/Explosion5.ogg','sound/effects/Explosion6.ogg')
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var/list/spark_sound = list('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks5.ogg','sound/effects/sparks6.ogg','sound/effects/sparks7.ogg')
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var/list/rustle_sound = list('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
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var/list/punch_sound = list('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
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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/fracture_sound = list('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
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var/list/casing_sound = list ('sound/weapons/casingfall1.ogg','sound/weapons/casingfall2.ogg','sound/weapons/casingfall3.ogg')
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var/list/keyboard_sound = list ('sound/effects/keyboard/keyboard1.ogg','sound/effects/keyboard/keyboard2.ogg','sound/effects/keyboard/keyboard3.ogg', 'sound/effects/keyboard/keyboard4.ogg')
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var/list/mechstep_sound = list('sound/mecha/mechstep1.ogg', 'sound/mecha/mechstep2.ogg')
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var/list/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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var/list/can_sound = list('sound/effects/can_open1.ogg','sound/effects/can_open2.ogg','sound/effects/can_open3.ogg','sound/effects/can_open4.ogg')
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var/list/geiger_sound = list('sound/items/geiger1.ogg', 'sound/items/geiger2.ogg', 'sound/items/geiger3.ogg', 'sound/items/geiger4.ogg', 'sound/items/geiger5.ogg')
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var/list/geiger_weak_sound = list('sound/items/geiger_weak1.ogg', 'sound/items/geiger_weak2.ogg', 'sound/items/geiger_weak3.ogg', 'sound/items/geiger_weak4.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, var/is_global, var/frequency)
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soundin = get_sfx(soundin) // same sound for everyone
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if(isarea(source))
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if(isarea(source))
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error("[source] is an area and is trying to make the sound: [soundin]")
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throw EXCEPTION("playsound(): source is an area")
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return
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return
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frequency = isnull(frequency) ? get_rand_frequency() : frequency // Same frequency for everybody
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var/turf/turf_source = get_turf(source)
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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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// Looping through the player list has the added bonus of working for mobs inside containers
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for (var/P in player_list)
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var/sound/S = sound(get_sfx(soundin))
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var/maxdistance = (world.view + extrarange) * 3
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var/list/listeners = player_list
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if(!ignore_walls) //these sounds don't carry through walls
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listeners = listeners & hearers(maxdistance,turf_source)
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for(var/P in listeners)
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var/mob/M = P
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var/mob/M = P
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if(!M || !M.client)
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if(!M || !M.client)
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continue
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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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var/turf/T = get_turf(M)
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var/distance = get_dist(T, turf_source)
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if(distance <= maxdistance)
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if(T && T.z == turf_source.z)
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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, is_global)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global, channel, pressure_affected, S)
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var/const/FALLOFF_SOUNDS = 0.5
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global, channel = 0, pressure_affected = TRUE, sound/S, preference)
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if(!client || ear_deaf > 0)
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return
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if(preference && !client.is_preference_enabled(preference))
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return
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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(!S)
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if(!src.client || ear_deaf > 0) return
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S = sound(get_sfx(soundin))
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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.wait = 0 //No queue
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S.channel = 0 //Any channel
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S.channel = channel || open_sound_channel()
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S.volume = vol
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S.volume = vol
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S.environment = -1
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if (vary)
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if(vary)
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if(frequency)
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if(frequency)
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S.frequency = frequency
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S.frequency = frequency
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else
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else
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S.frequency = get_rand_frequency()
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S.frequency = get_rand_frequency()
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//sound volume falloff with pressure
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var/pressure_factor = 1.0
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if(isturf(turf_source))
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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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var/turf/T = get_turf(src)
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//sound volume falloff with distance
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//sound volume falloff with distance
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@@ -109,24 +52,32 @@ var/const/FALLOFF_SOUNDS = 0.5
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S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
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S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
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//Atmosphere affects sound
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var/pressure_factor = 1
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if(pressure_affected)
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var/datum/gas_mixture/hearer_env = T.return_air()
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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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var/datum/gas_mixture/source_env = turf_source.return_air()
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if (hearer_env && source_env)
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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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var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
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if(pressure < ONE_ATMOSPHERE)
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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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pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
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else //in space
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else //space
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pressure_factor = 0
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pressure_factor = 0
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if (distance <= 1)
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if(distance <= 1)
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pressure_factor = max(pressure_factor, 0.15) //hearing through contact
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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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S.volume *= pressure_factor
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//End Atmosphere affecting sound
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if (S.volume <= 0)
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//Don't bother with doing anything below.
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return //no volume means no sound
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if(S.volume <= 0)
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return //No sound
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//Apply a sound environment.
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if(!is_global)
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S.environment = get_sound_env(pressure_factor)
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var/dx = turf_source.x - T.x // Hearing from the right/left
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = dx
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S.x = dx
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@@ -136,34 +87,27 @@ var/const/FALLOFF_SOUNDS = 0.5
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S.y = 1
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S.y = 1
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S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
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S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
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if(!is_global)
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if(istype(src,/mob/living/))
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var/mob/living/M = src
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if (M.hallucination)
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S.environment = PSYCHOTIC
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else if (M.druggy)
|
|
||||||
S.environment = DRUGGED
|
|
||||||
else if (M.drowsyness)
|
|
||||||
S.environment = DIZZY
|
|
||||||
else if (M.confused)
|
|
||||||
S.environment = DIZZY
|
|
||||||
else if (M.sleeping)
|
|
||||||
S.environment = UNDERWATER
|
|
||||||
else if (pressure_factor < 0.5)
|
|
||||||
S.environment = SPACE
|
|
||||||
else
|
|
||||||
var/area/A = get_area(src)
|
|
||||||
S.environment = A.sound_env
|
|
||||||
|
|
||||||
else if (pressure_factor < 0.5)
|
|
||||||
S.environment = SPACE
|
|
||||||
else
|
|
||||||
var/area/A = get_area(src)
|
|
||||||
S.environment = A.sound_env
|
|
||||||
|
|
||||||
src << S
|
src << S
|
||||||
|
|
||||||
|
/proc/sound_to_playing_players(sound, volume = 100, vary)
|
||||||
|
sound = get_sfx(sound)
|
||||||
|
for(var/M in player_list)
|
||||||
|
if(ismob(M) && !isnewplayer(M))
|
||||||
|
var/mob/MO = M
|
||||||
|
MO.playsound_local(get_turf(MO), sound, volume, vary, pressure_affected = FALSE)
|
||||||
|
|
||||||
|
/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)
|
||||||
|
|
||||||
|
/proc/get_rand_frequency()
|
||||||
|
return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
|
||||||
|
|
||||||
/client/proc/playtitlemusic()
|
/client/proc/playtitlemusic()
|
||||||
if(!ticker || !all_lobby_tracks.len || !media) return
|
if(!ticker || !all_lobby_tracks.len || !media) return
|
||||||
if(is_preference_enabled(/datum/client_preference/play_lobby_music))
|
if(is_preference_enabled(/datum/client_preference/play_lobby_music))
|
||||||
@@ -171,25 +115,26 @@ var/const/FALLOFF_SOUNDS = 0.5
|
|||||||
media.push_music(T.url, world.time, 0.85)
|
media.push_music(T.url, world.time, 0.85)
|
||||||
to_chat(src,"<span class='notice'>Lobby music: <b>[T.title]</b> by <b>[T.artist]</b>.</span>")
|
to_chat(src,"<span class='notice'>Lobby music: <b>[T.title]</b> by <b>[T.artist]</b>.</span>")
|
||||||
|
|
||||||
/proc/get_rand_frequency()
|
|
||||||
return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
|
|
||||||
|
|
||||||
/proc/get_sfx(soundin)
|
/proc/get_sfx(soundin)
|
||||||
if(istext(soundin))
|
if(istext(soundin))
|
||||||
switch(soundin)
|
switch(soundin)
|
||||||
if ("shatter") soundin = pick(shatter_sound)
|
if ("shatter") soundin = pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
|
||||||
if ("explosion") soundin = pick(explosion_sound)
|
if ("explosion") soundin = pick('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg','sound/effects/Explosion3.ogg','sound/effects/Explosion4.ogg','sound/effects/Explosion5.ogg','sound/effects/Explosion6.ogg')
|
||||||
if ("sparks") soundin = pick(spark_sound)
|
if ("sparks") soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks5.ogg','sound/effects/sparks6.ogg','sound/effects/sparks7.ogg')
|
||||||
if ("rustle") soundin = pick(rustle_sound)
|
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 ("punch") soundin = pick(punch_sound)
|
if ("punch") soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
|
||||||
if ("clownstep") soundin = pick(clown_sound)
|
if ("clownstep") soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
|
||||||
if ("swing_hit") soundin = pick(swing_hit_sound)
|
if ("swing_hit") soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
|
||||||
if ("hiss") soundin = pick(hiss_sound)
|
if ("hiss") soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
|
||||||
if ("pageturn") soundin = pick(page_sound)
|
if ("pageturn") soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
|
||||||
if ("fracture") soundin = pick(fracture_sound)
|
if ("fracture") soundin = pick('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
|
||||||
if ("canopen") soundin = pick(can_sound)
|
if ("canopen") soundin = pick('sound/effects/can_open1.ogg','sound/effects/can_open2.ogg','sound/effects/can_open3.ogg','sound/effects/can_open4.ogg')
|
||||||
if ("mechstep") soundin = pick(mechstep_sound)
|
if ("mechstep") soundin = pick('sound/mecha/mechstep1.ogg', 'sound/mecha/mechstep2.ogg')
|
||||||
//if ("gunshot") soundin = pick(gun_sound)
|
if ("geiger") soundin = pick('sound/items/geiger1.ogg', 'sound/items/geiger2.ogg', 'sound/items/geiger3.ogg', 'sound/items/geiger4.ogg', 'sound/items/geiger5.ogg')
|
||||||
if("geiger") soundin = pick(geiger_sound)
|
if ("geiger_weak") soundin = pick('sound/items/geiger_weak1.ogg', 'sound/items/geiger_weak2.ogg', 'sound/items/geiger_weak3.ogg', 'sound/items/geiger_weak4.ogg')
|
||||||
if("geiger_weak") soundin = pick(geiger_weak_sound)
|
|
||||||
return soundin
|
return soundin
|
||||||
|
|
||||||
|
//Are these even used?
|
||||||
|
var/list/casing_sound = list ('sound/weapons/casingfall1.ogg','sound/weapons/casingfall2.ogg','sound/weapons/casingfall3.ogg')
|
||||||
|
var/list/keyboard_sound = list ('sound/effects/keyboard/keyboard1.ogg','sound/effects/keyboard/keyboard2.ogg','sound/effects/keyboard/keyboard3.ogg', 'sound/effects/keyboard/keyboard4.ogg')
|
||||||
|
var/list/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
|
||||||
|
|||||||
@@ -1210,3 +1210,18 @@ default behaviour is:
|
|||||||
|
|
||||||
|
|
||||||
item.throw_at(target, throw_range, item.throw_speed, src)
|
item.throw_at(target, throw_range, item.throw_speed, src)
|
||||||
|
|
||||||
|
/mob/living/get_sound_env(var/pressure_factor)
|
||||||
|
if (hallucination)
|
||||||
|
return PSYCHOTIC
|
||||||
|
else if (druggy)
|
||||||
|
return DRUGGED
|
||||||
|
else if (drowsyness)
|
||||||
|
return DIZZY
|
||||||
|
else if (confused)
|
||||||
|
return DIZZY
|
||||||
|
else if (sleeping)
|
||||||
|
return UNDERWATER
|
||||||
|
else
|
||||||
|
return ..()
|
||||||
|
|
||||||
@@ -627,3 +627,11 @@ var/global/image/backplane
|
|||||||
backplane.mouse_opacity = 0
|
backplane.mouse_opacity = 0
|
||||||
|
|
||||||
return TRUE
|
return TRUE
|
||||||
|
|
||||||
|
/mob/proc/get_sound_env(var/pressure_factor)
|
||||||
|
if (pressure_factor < 0.5)
|
||||||
|
return SPACE
|
||||||
|
else
|
||||||
|
var/area/A = get_area(src)
|
||||||
|
return A.sound_env
|
||||||
|
|
||||||
@@ -54,6 +54,7 @@
|
|||||||
#include "code\__defines\qdel.dm"
|
#include "code\__defines\qdel.dm"
|
||||||
#include "code\__defines\research.dm"
|
#include "code\__defines\research.dm"
|
||||||
#include "code\__defines\roguemining_vr.dm"
|
#include "code\__defines\roguemining_vr.dm"
|
||||||
|
#include "code\__defines\sound.dm"
|
||||||
#include "code\__defines\species_languages.dm"
|
#include "code\__defines\species_languages.dm"
|
||||||
#include "code\__defines\species_languages_vr.dm"
|
#include "code\__defines\species_languages_vr.dm"
|
||||||
#include "code\__defines\stat_tracking.dm"
|
#include "code\__defines\stat_tracking.dm"
|
||||||
|
|||||||
Reference in New Issue
Block a user