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synced 2026-07-12 23:53:47 +01:00
Adds "surround" arg to playsound, which enables 3D sound
Defaulted to on Also changes the toy nuke to use it Conflicts: code/game/sound.dm
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@@ -544,14 +544,13 @@
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/obj/item/toy/nuke/attack_self(mob/user)
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if (cooldown < world.time)
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cooldown = world.time + 3000 //5 minutes
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user.visible_message("<span class='warning'>[user] presses a button on [src]</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>", "<span class='notice'>You hear the click of a button.</span>")
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sleep(5)
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icon_state = "nuketoy"
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for (var/mob/M in hearers(world.view, user)) //I'm doing this because playsound's dampening/stereo ruins the effect
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if (M.client && !M.ear_deaf)
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M << 'sound/machines/Alarm.ogg'
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sleep(135)
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icon_state = "nuketoyidle"
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spawn() //gia said so
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user.visible_message("<span class='warning'>[user] presses a button on [src]</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>", "<span class='notice'>You hear the click of a button.</span>")
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sleep(5)
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icon_state = "nuketoy"
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playsound(src, 'sound/machines/Alarm.ogg', 100, 0, surround = 0)
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sleep(135)
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icon_state = "nuketoyidle"
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/obj/item/weapon/toddler
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icon_state = "toddler"
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+14
-13
@@ -1,4 +1,4 @@
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff)
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1)
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soundin = get_sfx(soundin) // same sound for everyone
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@@ -7,21 +7,22 @@
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return
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var/frequency = get_rand_frequency() // Same frequency for everybody
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var/turf/turf_source = get_turf(source)
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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/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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if(T && T.z && T.z == source.z)
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if(get_dist(T, source) <= world.view + extrarange)
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M.playsound_local(source, soundin, vol, vary, frequency, falloff)
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if(get_dist(M, turf_source) <= world.view + extrarange)
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var/turf/T = get_turf(M)
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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, surround)
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var/const/FALLOFF_SOUNDS = 1
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var/const/SURROUND_CAP = 7
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/mob/proc/playsound_local(var/atom/source, soundin, vol as num, vary, frequency, falloff)
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1)
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if(!src.client || ear_deaf > 0) return
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soundin = get_sfx(soundin)
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@@ -36,16 +37,15 @@ var/const/SURROUND_CAP = 7
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else
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S.frequency = get_rand_frequency()
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var/turf/turf_source = get_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/dx = turf_source.x - T.x // Hearing from the right/left
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if (surround)
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
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S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
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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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@@ -75,4 +75,5 @@ var/const/SURROUND_CAP = 7
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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 ("gunshot") soundin = pick('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
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return soundin
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return soundin
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