mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
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.
141 lines
6.6 KiB
Plaintext
141 lines
6.6 KiB
Plaintext
/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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if(isarea(source))
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throw EXCEPTION("playsound(): source is an area")
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return
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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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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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if(!M || !M.client)
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continue
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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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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global, channel, pressure_affected, S)
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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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if(!S)
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S = sound(get_sfx(soundin))
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S.wait = 0 //No queue
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S.channel = channel || open_sound_channel()
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S.volume = vol
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if(vary)
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if(frequency)
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S.frequency = frequency
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else
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S.frequency = get_rand_frequency()
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if(isturf(turf_source))
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var/turf/T = get_turf(src)
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//sound volume falloff with distance
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var/distance = get_dist(T, turf_source)
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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/source_env = turf_source.return_air()
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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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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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else //space
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pressure_factor = 0
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if(distance <= 1)
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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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//End Atmosphere affecting sound
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//Don't bother with doing anything below.
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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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S.x = dx
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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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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src << S
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/proc/sound_to_playing_players(sound, volume = 100, vary)
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sound = get_sfx(sound)
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for(var/M in player_list)
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if(ismob(M) && !isnewplayer(M))
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var/mob/MO = M
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MO.playsound_local(get_turf(MO), sound, volume, vary, pressure_affected = FALSE)
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/proc/open_sound_channel()
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var/static/next_channel = 1 //loop through the available 1024 - (the ones we reserve) channels and pray that its not still being used
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. = ++next_channel
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if(next_channel > CHANNEL_HIGHEST_AVAILABLE)
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next_channel = 1
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/mob/proc/stop_sound_channel(chan)
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src << sound(null, repeat = 0, wait = 0, channel = chan)
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/proc/get_rand_frequency()
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return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
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/client/proc/playtitlemusic()
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if(!ticker || !all_lobby_tracks.len || !media) return
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if(is_preference_enabled(/datum/client_preference/play_lobby_music))
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var/datum/track/T = pick(all_lobby_tracks)
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media.push_music(T.url, world.time, 0.85)
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to_chat(src,"<span class='notice'>Lobby music: <b>[T.title]</b> by <b>[T.artist]</b>.</span>")
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/proc/get_sfx(soundin)
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if(istext(soundin))
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switch(soundin)
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if ("shatter") soundin = pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
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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')
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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')
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if ("rustle") soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
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if ("punch") soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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if ("clownstep") soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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if ("swing_hit") soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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if ("hiss") soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
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if ("pageturn") soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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if ("fracture") soundin = pick('sound/effects/bonebreak1.ogg','sound/effects/bonebreak2.ogg','sound/effects/bonebreak3.ogg','sound/effects/bonebreak4.ogg')
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if ("canopen") soundin = pick('sound/effects/can_open1.ogg','sound/effects/can_open2.ogg','sound/effects/can_open3.ogg','sound/effects/can_open4.ogg')
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if ("mechstep") soundin = pick('sound/mecha/mechstep1.ogg', 'sound/mecha/mechstep2.ogg')
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if ("geiger") soundin = pick('sound/items/geiger1.ogg', 'sound/items/geiger2.ogg', 'sound/items/geiger3.ogg', 'sound/items/geiger4.ogg', 'sound/items/geiger5.ogg')
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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')
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return soundin
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//Are these even used?
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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/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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