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CHOMPStation2/code/game/sound.dm
2017-09-10 14:34:43 -04:00

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//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
#define GENERIC 0
#define PADDED_CELL 1
#define ROOM 2
#define BATHROOM 3
#define LIVINGROOM 4
#define STONEROOM 5
#define AUDITORIUM 6
#define CONCERT_HALL 7
#define CAVE 8
#define ARENA 9
#define HANGAR 10
#define CARPETED_HALLWAY 11
#define HALLWAY 12
#define STONE_CORRIDOR 13
#define ALLEY 14
#define FOREST 15
#define CITY 16
#define MOUNTAINS 17
#define QUARRY 18
#define PLAIN 19
#define PARKING_LOT 20
#define SEWER_PIPE 21
#define UNDERWATER 22
#define DRUGGED 23
#define DIZZY 24
#define PSYCHOTIC 25
#define STANDARD_STATION STONEROOM
#define LARGE_ENCLOSED HANGAR
#define SMALL_ENCLOSED BATHROOM
#define TUNNEL_ENCLOSED CAVE
#define LARGE_SOFTFLOOR CARPETED_HALLWAY
#define MEDIUM_SOFTFLOOR LIVINGROOM
#define SMALL_SOFTFLOOR ROOM
#define ASTEROID CAVE
#define SPACE UNDERWATER
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','sound/effects/Explosion3.ogg','sound/effects/Explosion4.ogg','sound/effects/Explosion5.ogg','sound/effects/Explosion6.ogg')
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')
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/fracture_sound = list('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
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/mechstep_sound = list('sound/mecha/mechstep1.ogg', 'sound/mecha/mechstep2.ogg')
var/list/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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')
//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, var/frequency)
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
frequency = isnull(frequency) ? get_rand_frequency() : 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()
//sound volume falloff with pressure
var/pressure_factor = 1.0
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.
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)
if(istype(src,/mob/living/))
var/mob/living/M = src
if (M.hallucination)
S.environment = PSYCHOTIC
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
/client/proc/playtitlemusic()
if(!ticker || !ticker.login_music) return
if(is_preference_enabled(/datum/client_preference/play_lobby_music))
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 ("fracture") soundin = pick(fracture_sound)
if ("canopen") soundin = pick(can_sound)
if ("mechstep") soundin = pick(mechstep_sound)
//if ("gunshot") soundin = pick(gun_sound)
return soundin