areas now have reverbs

This commit is contained in:
QuoteFox
2021-03-23 10:03:03 +00:00
parent 7b4e122ed5
commit 9594a65526
14 changed files with 173 additions and 12 deletions
+39 -2
View File
@@ -1,4 +1,29 @@
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, soundenvwet = -10000, soundenvdry = 0)
///Default override for echo
/sound
echo = list(
0, // Direct
0, // DirectHF
-10000, // Room, -10000 means no low frequency sound reverb
-10000, // RoomHF, -10000 means no high frequency sound reverb
0, // Obstruction
0, // ObstructionLFRatio
0, // Occlusion
0.25, // OcclusionLFRatio
1.5, // OcclusionRoomRatio
1.0, // OcclusionDirectRatio
0, // Exclusion
1.0, // ExclusionLFRatio
0, // OutsideVolumeHF
0, // DopplerFactor
0, // RolloffFactor
0, // RoomRolloffFactor
1.0, // AirAbsorptionFactor
0, // Flags (1 = Auto Direct, 2 = Auto Room, 4 = Auto RoomHF)
)
environment = SOUND_ENVIRONMENT_NONE //Default to none so sounds without overrides dont get reverb
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, soundenvwet = -10000, soundenvdry = 0, use_reverb = TRUE)
if(isarea(source))
throw EXCEPTION("playsound(): source is an area")
return
@@ -27,7 +52,7 @@
if(get_dist(M, turf_source) <= maxdistance)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, soundenvwet, soundenvdry)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S, envwet = -10000, envdry = 0, manual_x, manual_y)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S, envwet = -10000, envdry = 0, manual_x, manual_y, use_reverb = TRUE)
if(audiovisual_redirect)
var/turf/T = get_turf(src)
audiovisual_redirect.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S, 0, -1000, turf_source.x - T.x, turf_source.y - T.y)
@@ -98,6 +123,18 @@
S.y = 1
S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
if(S.environment == SOUND_ENVIRONMENT_NONE)
if(sound_environment_override != SOUND_ENVIRONMENT_NONE)
S.environment = sound_environment_override
else
var/area/A = get_area(src)
if(A.sound_environment != SOUND_ENVIRONMENT_NONE)
S.environment = A.sound_environment
if(use_reverb && S.environment != SOUND_ENVIRONMENT_NONE) //We have reverb, reset our echo setting
S.echo[3] = 0 //Room setting, 0 means normal reverb
S.echo[4] = 0 //RoomHF setting, 0 means normal reverb.
SEND_SOUND(src, S)
/proc/sound_to_playing_players(soundin, volume = 100, vary = FALSE, frequency = 0, falloff = FALSE, channel = 0, pressure_affected = FALSE, sound/S)