var/list/shatter_sound = list('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg') var/list/explosion_sound = list('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg') var/list/spark_sound = list('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg') 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') var/list/punch_sound = list('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg') var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg') var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg') var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg') var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg') //var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg') /proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global) soundin = get_sfx(soundin) // same sound for everyone if(isarea(source)) error("[source] is an area and is trying to make the sound: [soundin]") return var/frequency = get_rand_frequency() // Same frequency for everybody var/turf/turf_source = get_turf(source) // Looping through the player list has the added bonus of working for mobs inside containers for (var/P in player_list) var/mob/M = P if(!M || !M.client) continue var/distance = get_dist(M, turf_source) if(distance <= (world.view + extrarange) * 3) var/turf/T = get_turf(M) if(T && T.z == turf_source.z) M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global) var/const/FALLOFF_SOUNDS = 0.5 /mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global) if(!src.client || ear_deaf > 0) return soundin = get_sfx(soundin) var/sound/S = sound(soundin) S.wait = 0 //No queue S.channel = 0 //Any channel S.volume = vol S.environment = -1 if (vary) if(frequency) S.frequency = frequency else S.frequency = get_rand_frequency() if(isturf(turf_source)) // 3D sounds, the technology is here! var/turf/T = get_turf(src) //sound volume falloff with distance var/distance = get_dist(T, turf_source) S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff. //sound volume falloff with pressure var/pressure_factor = 1.0 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 //in space pressure_factor = 0 if (distance <= 1) pressure_factor = max(pressure_factor, 0.15) //hearing through contact S.volume *= pressure_factor if (S.volume <= 0) return //no volume means no sound var/dx = turf_source.x - T.x // Hearing from the right/left S.x = dx var/dz = turf_source.y - T.y // Hearing from infront/behind S.z = dz // The y value is for above your head, but there is no ceiling in 2d spessmens. S.y = 1 S.falloff = (falloff ? falloff : FALLOFF_SOUNDS) if(!is_global) var/area/A = get_area(src) S.environment = A.sound_env src << S /client/proc/playtitlemusic() if(!ticker || !ticker.login_music) return if(prefs.toggles & SOUND_LOBBY) src << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // 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(shatter_sound) if ("explosion") soundin = pick(explosion_sound) if ("sparks") soundin = pick(spark_sound) if ("rustle") soundin = pick(rustle_sound) if ("punch") soundin = pick(punch_sound) if ("clownstep") soundin = pick(clown_sound) if ("swing_hit") soundin = pick(swing_hit_sound) if ("hiss") soundin = pick(hiss_sound) if ("pageturn") soundin = pick(page_sound) //if ("gunshot") soundin = pick(gun_sound) return soundin