Port Baystruments PR from tgstation

This commit is contained in:
mochi
2020-07-17 15:18:17 +02:00
parent a7e4c8af42
commit 24e8cd66ac
269 changed files with 2253 additions and 717 deletions

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@@ -0,0 +1,29 @@
#define INSTRUMENT_MIN_OCTAVE 1
#define INSTRUMENT_MAX_OCTAVE 9
#define INSTRUMENT_MIN_KEY 0
#define INSTRUMENT_MAX_KEY 127
/// Max number of playing notes per instrument.
#define CHANNELS_PER_INSTRUMENT 128
/// Distance multiplier that makes us not be impacted by 3d sound as much. This is a multiplier so lower it is the closer we will pretend to be to people.
#define INSTRUMENT_DISTANCE_FALLOFF_BUFF 0.2
/// How many tiles instruments have no falloff for
#define INSTRUMENT_DISTANCE_NO_FALLOFF 3
/// Maximum length a note should ever go for
#define INSTRUMENT_MAX_TOTAL_SUSTAIN (5 SECONDS)
/// These are per decisecond.
#define INSTRUMENT_EXP_FALLOFF_MIN 1.025 //100/(1.025^50) calculated for [INSTRUMENT_MIN_SUSTAIN_DROPOFF] to be 30.
#define INSTRUMENT_EXP_FALLOFF_MAX 10
/// Minimum volume for when the sound is considered dead.
#define INSTRUMENT_MIN_SUSTAIN_DROPOFF 0
#define SUSTAIN_LINEAR 1
#define SUSTAIN_EXPONENTIAL 2
// /datum/instrument instrument_flags
#define INSTRUMENT_LEGACY (1<<0) //Legacy instrument. Implies INSTRUMENT_DO_NOT_AUTOSAMPLE
#define INSTRUMENT_DO_NOT_AUTOSAMPLE (1<<1) //Do not automatically sample

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@@ -12,6 +12,7 @@
#define CHANNEL_HIGHEST_AVAILABLE 1017
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 0.5

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@@ -45,11 +45,13 @@
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_TITLE 100 // This **MUST** load first or people will se blank lobby screens
#define INIT_ORDER_GARBAGE 19
#define INIT_ORDER_DBCORE 18
#define INIT_ORDER_BLACKBOX 17
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_INPUT 15
#define INIT_ORDER_GARBAGE 21
#define INIT_ORDER_DBCORE 20
#define INIT_ORDER_BLACKBOX 19
#define INIT_ORDER_SERVER_MAINT 18
#define INIT_ORDER_INPUT 17
#define INIT_ORDER_SOUNDS 16
#define INIT_ORDER_INSTRUMENTS 15
#define INIT_ORDER_RESEARCH 14
#define INIT_ORDER_EVENTS 13
#define INIT_ORDER_JOBS 12

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@@ -0,0 +1,86 @@
PROCESSING_SUBSYSTEM_DEF(instruments)
name = "Instruments"
init_order = INIT_ORDER_INSTRUMENTS
wait = 0.5
flags = SS_KEEP_TIMING
offline_implications = "Instruments will no longer play. No immediate action is needed."
stat_tag = "Instruments"
/// List of all instrument data, associative id = datum
var/list/datum/instrument/instrument_data
/// List of all song datums.
var/list/datum/song/songs
/// Max lines in songs
var/musician_maxlines = 600
/// Max characters per line in songs
var/musician_maxlinechars = 300
/// Deciseconds between hearchecks. Too high and instruments seem to lag when people are moving around in terms of who can hear it. Too low and the server lags from this.
var/musician_hearcheck_mindelay = 5
/// Maximum instrument channels total instruments are allowed to use. This is so you don't have instruments deadlocking all sound channels.
var/max_instrument_channels = MAX_INSTRUMENT_CHANNELS
/// Current number of channels allocated for instruments
var/current_instrument_channels = 0
/// Single cached list for synthesizer instrument ids, so you don't have to have a new list with every synthesizer.
var/list/synthesizer_instrument_ids
/datum/controller/subsystem/processing/instruments/Initialize()
initialize_instrument_data()
synthesizer_instrument_ids = get_allowed_instrument_ids()
return ..()
/**
* Initializes all instrument datums
*/
/datum/controller/subsystem/processing/instruments/proc/initialize_instrument_data()
instrument_data = list()
for(var/path in subtypesof(/datum/instrument))
var/datum/instrument/I = path
if(initial(I.abstract_type) == path)
continue
I = new path
I.Initialize()
if(!I.id)
qdel(I)
continue
instrument_data[I.id] = I
CHECK_TICK
/**
* Reserves a sound channel for a given instrument datum
*
* Arguments:
* * I - The instrument datum
*/
/datum/controller/subsystem/processing/instruments/proc/reserve_instrument_channel(datum/instrument/I)
if(current_instrument_channels > max_instrument_channels)
return
. = SSsounds.reserve_sound_channel(I)
if(!isnull(.))
current_instrument_channels++
/**
* Called when a datum/song is created
*
* Arguments:
* * S - The created datum/song
*/
/datum/controller/subsystem/processing/instruments/proc/on_song_new(datum/song/S)
LAZYADD(songs, S)
/**
* Called when a datum/song is deleted
*
* Arguments:
* * S - The deleted datum/song
*/
/datum/controller/subsystem/processing/instruments/proc/on_song_del(datum/song/S)
LAZYREMOVE(songs, S)
/**
* Returns the instrument datum at the given ID or path
*
* Arguments:
* * id_or_path - The ID or path of the instrument
*/
/datum/controller/subsystem/processing/instruments/proc/get_instrument(id_or_path)
return instrument_data["[id_or_path]"]

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@@ -0,0 +1,165 @@
#define DATUMLESS "NO_DATUM"
SUBSYSTEM_DEF(sounds)
name = "Sounds"
init_order = INIT_ORDER_SOUNDS
flags = SS_NO_FIRE
offline_implications = "Sounds may not play correctly. Shuttle call recommended."
var/using_channels_max = CHANNEL_HIGHEST_AVAILABLE // BYOND max channels
/// Amount of channels to reserve for random usage rather than reservations being allowed to reserve all channels. Also a nice safeguard for when someone screws up.
var/random_channels_min = 50
// Hey uh these two needs to be initialized fast because the whole "things get deleted before init" thing.
/// Assoc list, "[channel]" = either the datum using it or TRUE for an unsafe-reserved (datumless reservation) channel
var/list/using_channels
/// Assoc list datum = list(channel1, channel2, ...) for what channels something reserved.
var/list/using_channels_by_datum
// Special datastructure for fast channel management
/// List of all channels as numbers
var/list/channel_list
/// Associative list of all reserved channels associated to their position. "[channel_number]" = index as number
var/list/reserved_channels
/// lower iteration position - Incremented and looped to get "random" sound channels for normal sounds. The channel at this index is returned when asking for a random channel.
var/channel_random_low
/// higher reserve position - decremented and incremented to reserve sound channels, anything above this is reserved. The channel at this index is the highest unreserved channel.
var/channel_reserve_high
/datum/controller/subsystem/sounds/Initialize()
setup_available_channels()
return ..()
/**
* Sets up all available sound channels
*/
/datum/controller/subsystem/sounds/proc/setup_available_channels()
channel_list = list()
reserved_channels = list()
using_channels = list()
using_channels_by_datum = list()
for(var/i in 1 to using_channels_max)
channel_list += i
channel_random_low = 1
channel_reserve_high = length(channel_list)
/**
* Removes a channel from using list
*
* Arguments:
* * channel - The channel number
*/
/datum/controller/subsystem/sounds/proc/free_sound_channel(channel)
var/text_channel = num2text(channel)
var/using = using_channels[text_channel]
using_channels -= text_channel
if(using != TRUE) // datum channel
using_channels_by_datum[using] -= channel
if(!length(using_channels_by_datum[using]))
using_channels_by_datum -= using
free_channel(channel)
/**
* Frees all the channels a datum is using
*
* Arguments:
* * D - The datum
*/
/datum/controller/subsystem/sounds/proc/free_datum_channels(datum/D)
var/list/L = using_channels_by_datum[D]
if(!L)
return
for(var/channel in L)
using_channels -= num2text(channel)
free_channel(channel)
using_channels_by_datum -= D
/**
* Frees all datumless channels
*/
/datum/controller/subsystem/sounds/proc/free_datumless_channels()
free_datum_channels(DATUMLESS)
/**
* NO AUTOMATIC CLEANUP - If you use this, you better manually free it later!
*
* Returns an integer for channel
*/
/datum/controller/subsystem/sounds/proc/reserve_sound_channel_datumless()
. = reserve_channel()
if(!.) // oh no..
return FALSE
var/text_channel = num2text(.)
using_channels[text_channel] = DATUMLESS
LAZYADD(using_channels_by_datum[DATUMLESS], .)
/**
* Reserves a channel for a datum. Automatic cleanup only when the datum is deleted.
*
* Returns an integer for channel
* Arguments:
* * D - The datum
*/
/datum/controller/subsystem/sounds/proc/reserve_sound_channel(datum/D)
if(!D) // i don't like typechecks but someone will fuck it up
CRASH("Attempted to reserve sound channel without datum using the managed proc.")
. = reserve_channel()
if(!.)
return FALSE
var/text_channel = num2text(.)
using_channels[text_channel] = D
LAZYADD(using_channels_by_datum[D], .)
/**
* Reserves a channel and updates the datastructure. Private proc.
*/
/datum/controller/subsystem/sounds/proc/reserve_channel()
PRIVATE_PROC(TRUE)
if(channel_reserve_high <= random_channels_min) // out of channels
return
var/channel = channel_list[channel_reserve_high]
reserved_channels[num2text(channel)] = channel_reserve_high--
return channel
/**
* Frees a channel and updates the datastructure. Private proc.
*/
/datum/controller/subsystem/sounds/proc/free_channel(number)
PRIVATE_PROC(TRUE)
var/text_channel = num2text(number)
var/index = reserved_channels[text_channel]
if(!index)
CRASH("Attempted to (internally) free a channel that wasn't reserved.")
reserved_channels -= text_channel
// push reserve index up, which makes it now on a channel that is reserved
channel_reserve_high++
// swap the reserved channel wtih the unreserved channel so the reserve index is now on an unoccupied channel and the freed channel is next to be used.
channel_list.Swap(channel_reserve_high, index)
// now, an existing reserved channel will likely (exception: unreserving last reserved channel) be at index
// get it, and update position.
var/text_reserved = num2text(channel_list[index])
if(!reserved_channels[text_reserved]) // if it isn't already reserved make sure we don't accidently mistakenly put it on reserved list!
return
reserved_channels[text_reserved] = index
/**
* Random available channel, returns text
*/
/datum/controller/subsystem/sounds/proc/random_available_channel_text()
if(channel_random_low > channel_reserve_high)
channel_random_low = 1
. = "[channel_list[channel_random_low++]]"
/**
* Random available channel, returns number
*/
/datum/controller/subsystem/sounds/proc/random_available_channel()
if(channel_random_low > channel_reserve_high)
channel_random_low = 1
. = channel_list[channel_random_low++]
/**
* How many channels we have left
*/
/datum/controller/subsystem/sounds/proc/available_channels_left()
return length(channel_list) - random_channels_min
#undef DATUMLESS

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@@ -232,19 +232,6 @@
button.name = name
..()
/datum/action/item_action/synthswitch
name = "Change Synthesizer Instrument"
desc = "Change the type of instrument your synthesizer is playing as."
/datum/action/item_action/synthswitch/Trigger()
if(istype(target, /obj/item/instrument/piano_synth))
var/obj/item/instrument/piano_synth/synth = target
var/chosen = input("Choose the type of instrument you want to use", "Instrument Selection", "piano") as null|anything in synth.insTypes
if(!synth.insTypes[chosen])
return
return synth.changeInstrument(chosen)
return ..()
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."

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@@ -0,0 +1,58 @@
/datum/component/spooky
var/too_spooky = TRUE //will it spawn a new instrument?
/datum/component/spooky/Initialize()
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/spectral_attack)
/datum/component/spooky/proc/spectral_attack(datum/source, mob/living/carbon/C, mob/user)
if(ishuman(user)) //this weapon wasn't meant for mortals.
var/mob/living/carbon/human/U = user
if(!istype(U.dna.species, /datum/species/skeleton))
U.adjustStaminaLoss(35) //Extra Damage
U.Jitter(35)
U.stuttering = 20
if(U.getStaminaLoss() > 95)
to_chat(U, "<font color='red' size='4'><b>Your ears weren't meant for this spectral sound.</b></font>")
spectral_change(U)
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.dna.species, /datum/species/skeleton))
return //undeads are unaffected by the spook-pocalypse.
C.Jitter(35)
C.stuttering = 20
if(!istype(H.dna.species, /datum/species/diona) && !istype(H.dna.species, /datum/species/machine) && !istype(H.dna.species, /datum/species/slime) && !istype(H.dna.species, /datum/species/golem) && !istype(H.dna.species, /datum/species/plasmaman) && !istype(H.dna.species, /datum/species/skeleton))
C.adjustStaminaLoss(25) //boneless humanoids don't lose the will to live
to_chat(C, "<font color='red' size='4'><B>DOOT</B></font>")
spectral_change(H)
else //the sound will spook monkeys.
C.Jitter(15)
C.stuttering = 20
/datum/component/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user)
if((H.getStaminaLoss() > 95) && (!istype(H.dna.species, /datum/species/diona) && !istype(H.dna.species, /datum/species/machine) && !istype(H.dna.species, /datum/species/slime) && !istype(H.dna.species, /datum/species/golem) && !istype(H.dna.species, /datum/species/plasmaman) && !istype(H.dna.species, /datum/species/skeleton)))
H.Stun(20)
H.set_species(/datum/species/skeleton)
H.visible_message("<span class='warning'>[H] has given up on life as a mortal.</span>")
var/T = get_turf(H)
if(too_spooky)
if(prob(30))
new/obj/item/instrument/saxophone/spectral(T)
else if(prob(30))
new/obj/item/instrument/trumpet/spectral(T)
else if(prob(30))
new/obj/item/instrument/trombone/spectral(T)
else
to_chat(H, "<span class='boldwarning'>The spooky gods forgot to ship your instrument. Better luck next unlife.</span>")
to_chat(H, "<span class='boldnotice'>You are the spooky skeleton!</span>")
to_chat(H, "<span class='boldnotice'>A new life and identity has begun. Help your fellow skeletons into bringing out the spooky-pocalypse. You haven't forgotten your past life, and are still beholden to past loyalties.</span>")
change_name(H) //time for a new name!
/datum/component/spooky/proc/change_name(mob/living/carbon/human/H)
var/t = stripped_input(H, "Enter your new skeleton name", H.real_name, null, MAX_NAME_LEN)
if(!t)
t = "spooky skeleton"
H.real_name = t
H.name = t

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@@ -71,7 +71,7 @@
var/list/atoms_cache = output_atoms
var/sound/S = sound(soundfile)
if(direct)
S.channel = open_sound_channel()
S.channel = SSsounds.random_available_channel()
S.volume = volume
for(var/i in 1 to atoms_cache.len)
var/atom/thing = atoms_cache[i]

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@@ -1,374 +0,0 @@
#define SONG_HEAR_DISTANCE 15
#define SONG_FALLOFF 5
#define SONG_MAX_TEMPO 10
#define SONG_MAX_LENGTH 60
#define SONG_MAX_LINE_LENGTH 200
/datum/song
var/name = "Untitled"
var/list/lines
var/tempo = 5 // delay between notes
var/playing = FALSE // if we're playing
var/help = FALSE // if help is open
var/repeat = 1 // number of times remaining to repeat
var/max_repeat = 10 // maximum times we can repeat
var/instrument_folder = "piano" // the folder with the sounds
var/instrument_extension = "ogg" // the file extension
var/obj/instrument_obj = null // the associated obj playing the sound
var/static/list/valid_files[0] // Cache to avoid running fexists() every time
/datum/song/New(dir, obj, ext = "ogg")
lines = new()
tempo = sanitize_tempo(tempo)
instrument_folder = dir
instrument_obj = obj
instrument_extension = ext
/datum/song/Destroy()
instrument_obj = null
return ..()
/**
* Plays a note with the given accent and octave
*
* Longer detailed paragraph about the proc
* including any relevant detail
* Arguments:
* * note - Number from 1 to 7 for A to G
* * acc - Either "b", "n" or "#"
* * oct - Number between 1 to 8 (or 9 for C)
*/
/datum/song/proc/play_note(note, acc, oct)
// handle accidental -> B<>C of E<>F
if(acc == "b" && (note == 3 || note == 6)) // C or F
if(note == 3)
oct--
note--
acc = "n"
else if(acc == "#" && (note == 2 || note == 5)) // B or E
if(note == 2)
oct++
note++
acc = "n"
else if(acc == "#" && (note == 7)) //G#
note = 1
acc = "b"
else if(acc == "#") // mass convert all sharps to flats, octave jump already handled
acc = "b"
note++
// check octave, C is allowed to go to 9
if(oct < 1 || (note == 3 ? oct > 9 : oct > 8))
return
// now generate name
var/filename = "sound/instruments/[instrument_folder]/[ascii2text(note+64)][acc][oct].[instrument_extension]"
var/soundfile = file(filename)
// make sure the note exists
var/cached_fexists = valid_files[filename]
if(!isnull(cached_fexists))
if(!cached_fexists)
return
else if(!fexists(soundfile))
valid_files[filename] = FALSE
return
else
valid_files[filename] = TRUE
// and play
var/turf/source = get_turf(instrument_obj)
var/sound/music_played = sound(soundfile)
for(var/A in GLOB.player_list)
if(get_dist(A, source) > SONG_HEAR_DISTANCE)
continue
var/mob/M = A
if(!(M.client.prefs.sound & SOUND_INSTRUMENTS))
continue
M.playsound_local(source, null, 100, falloff = SONG_FALLOFF, S = music_played)
/**
* Returns whether the instrument should play or not
*
* Arguments:
* * user - The current user
*/
/datum/song/proc/should_stop_playing(mob/user)
if(instrument_obj)
//if(!user.canUseTopic(instrument_obj))
//return 1
return !instrument_obj.anchored // add special cases to stop in subclasses
return TRUE
/**
* Plays the song, duh.
*
* Arguments:
* * user - The current user
*/
/datum/song/proc/play_song(mob/user)
while(repeat)
var/cur_oct[7]
var/cur_acc[7]
for(var/i in 1 to 7)
cur_oct[i] = 3
cur_acc[i] = "n"
for(var/line in lines)
for(var/beat in splittext(lowertext(line), ","))
var/list/notes = splittext(beat, "/")
for(var/note in splittext(notes[1], "-"))
if(!playing || should_stop_playing(user)) //If the instrument is playing, or special case
playing = FALSE
return
if(!length(note))
continue
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue
for(var/i in 2 to length(note))
var/ni = copytext(note, i, i + 1)
if(!text2num(ni))
if(ni == "#" || ni == "b" || ni == "n")
cur_acc[cur_note] = ni
else if(ni == "s")
cur_acc[cur_note] = "#" // so shift is never required
else
cur_oct[cur_note] = text2num(ni)
play_note(cur_note, cur_acc[cur_note], cur_oct[cur_note])
if(length(notes) >= 2 && text2num(notes[2]))
sleep(sanitize_tempo(tempo / text2num(notes[2])))
else
sleep(tempo)
repeat--
playing = FALSE
repeat = 0
/datum/song/tgui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
if(!instrument_obj)
return
ui = SStgui.try_update_ui(user, instrument_obj, ui_key, ui, force_open)
if(!ui)
ui = new(user, instrument_obj, ui_key, "Song", instrument_obj.name, 700, 500)
ui.open()
ui.set_autoupdate(FALSE) // NO!!! Don't auto-update this!!
/datum/song/tgui_data(mob/user)
var/data[0]
data["lines"] = lines
data["tempo"] = tempo
data["playing"] = playing
data["help"] = help
data["repeat"] = repeat
data["maxRepeat"] = max_repeat
data["minTempo"] = world.tick_lag
data["maxTempo"] = SONG_MAX_TEMPO
data["tickLag"] = world.tick_lag
return data
/datum/song/tgui_act(action, params)
// We can't check ..() here because src isn't an actual object
if(!in_range(instrument_obj, usr) || (issilicon(usr) && instrument_obj.loc != usr) || !isliving(usr) || usr.incapacitated())
return
. = TRUE
switch(action)
if("newsong")
playing = FALSE
lines = new()
tempo = sanitize_tempo(5) // default 120 BPM
name = ""
if("import")
playing = FALSE
var/t = ""
do
t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message)
if(!in_range(instrument_obj, usr))
return
if(length(t) >= SONG_MAX_LENGTH * SONG_MAX_LINE_LENGTH)
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
while(length(t) > SONG_MAX_LENGTH * SONG_MAX_LINE_LENGTH)
INVOKE_ASYNC(src, .proc/process_import, t)
if("help")
help = !help
if("repeat") //Changing this from a toggle to a number of repeats to avoid infinite loops.
if(playing)
return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing.
repeat = clamp(repeat + round(text2num(params["num"])), 0, max_repeat)
if("tempo")
var/new_tempo = text2num(params["new"])
if(new_tempo <= 0)
return
tempo = sanitize_tempo(new_tempo)
if("play")
if(playing)
return
playing = TRUE
INVOKE_ASYNC(src, .proc/play_song, usr)
if("insertline")
var/num = round(text2num(params["line"]))
if(num <= 0)
return
if(length(lines) > SONG_MAX_LINE_LENGTH)
return
var/newline = html_encode(input("Enter your line: ", instrument_obj.name) as text|null)
if(!newline || !in_range(instrument_obj, usr))
return
if(length(newline) > SONG_MAX_LINE_LENGTH)
newline = copytext(newline, 1, SONG_MAX_LINE_LENGTH)
lines.Insert(num, newline)
if("deleteline")
var/num = round(text2num(params["line"]))
if(num <= 0 || num > length(lines))
return
lines.Cut(num, num + 1)
if("modifyline")
var/num = round(text2num(params["line"]))
var/content = html_encode(input("Enter your line: ", instrument_obj.name, lines[num]) as text|null)
if(!content || !in_range(instrument_obj, usr))
return
if(num <= 0 || num > length(lines))
return
if(length(content) > SONG_MAX_LINE_LENGTH)
content = copytext(content, 1, SONG_MAX_LINE_LENGTH)
lines[num] = content
if("stop")
playing = FALSE
else
return FALSE
instrument_obj.add_fingerprint(usr)
/**
* Processes a multi-line text into playable lines
*
* Arguments:
* * text - Text to process
*/
/datum/song/proc/process_import(text)
lines = splittext(text, "\n")
if(!length(lines))
return
if(copytext(lines[1], 1, 6) == "BPM: ")
tempo = sanitize_tempo(600 / text2num(copytext(lines[1], 6)))
lines.Cut(1, 2)
else
tempo = sanitize_tempo(5) // default 120 BPM
if(length(lines) > SONG_MAX_LINE_LENGTH)
to_chat(usr, "Too many lines!")
lines.Cut(201)
var/linenum = 1
for(var/l in lines)
if(length(l) > SONG_MAX_LINE_LENGTH)
to_chat(usr, "Line [linenum] too long!")
lines.Remove(l)
else
linenum++
SStgui.update_uis(instrument_obj)
/**
* Sanitizes a tempo in accordance with world.tick_lag
*
* Arguments:
* * new_tempo - The tempo to sanitize
*/
/datum/song/proc/sanitize_tempo(new_tempo)
new_tempo = abs(new_tempo)
return max(round(new_tempo, world.tick_lag), world.tick_lag)
// subclass for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/should_stop_playing()
if(instrument_obj)
return !isliving(instrument_obj.loc)
else
return TRUE
//////////////////////////////////////////////////////////////////////////
/obj/structure/piano
name = "space minimoog"
icon = 'icons/obj/musician.dmi'
icon_state = "minimoog"
anchored = TRUE
density = TRUE
var/datum/song/song
/obj/structure/piano/New()
..()
song = new("piano", src)
if(prob(50))
name = "space minimoog"
desc = "This is a minimoog, like a space piano, but more spacey!"
icon_state = "minimoog"
else
name = "space piano"
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"
/obj/structure/piano/Destroy()
QDEL_NULL(song)
return ..()
/obj/structure/piano/Initialize()
if(song)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
..()
/obj/structure/piano/attack_hand(mob/user)
tgui_interact(user)
/obj/structure/piano/tgui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
if(!isliving(user) || user.incapacitated() || !anchored)
return
song.tgui_interact(user, ui_key, ui, force_open)
/obj/structure/piano/tgui_data(mob/user)
return song.tgui_data(user)
/obj/structure/piano/tgui_act(action, params)
if(..())
return
return song.tgui_act(action, params)
/obj/structure/piano/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(!anchored && !isinspace())
WRENCH_ANCHOR_MESSAGE
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
user.visible_message( \
"[user] tightens [src]'s casters.", \
"<span class='notice'> You have tightened [src]'s casters. Now it can be played again.</span>", \
"You hear ratchet.")
anchored = TRUE
else if(anchored)
to_chat(user, "<span class='notice'> You begin to loosen [src]'s casters...</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
return
user.visible_message( \
"[user] loosens [src]'s casters.", \
"<span class='notice'> You have loosened [src]. Now it can be pulled somewhere else.</span>", \
"You hear ratchet.")
anchored = FALSE
else
to_chat(user, "<span class='warning'>[src] needs to be bolted to the floor!</span>")
#undef SONG_HEAR_DISTANCE
#undef SONG_FALLOFF
#undef SONG_MAX_TEMPO
#undef SONG_MAX_LENGTH
#undef SONG_MAX_LINE_LENGTH

View File

@@ -4,12 +4,13 @@
return
var/turf/turf_source = get_turf(source)
if(!turf_source)
return
if(!SSsounds.channel_list) // Not ready yet
return
//allocate a channel if necessary now so its the same for everyone
channel = channel || open_sound_channel()
channel = channel || SSsounds.random_available_channel()
// Looping through the player list has the added bonus of working for mobs inside containers
var/sound/S = sound(get_sfx(soundin))
@@ -33,7 +34,7 @@
if(distance <= maxdistance)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S, distance_multiplier = 1)
if(!client || !can_hear())
return
@@ -41,7 +42,7 @@
S = sound(get_sfx(soundin))
S.wait = 0 //No queue
S.channel = channel || open_sound_channel()
S.channel = channel || SSsounds.random_available_channel()
S.volume = vol
if(vary)
@@ -55,6 +56,7 @@
//sound volume falloff with distance
var/distance = get_dist(T, turf_source)
distance *= distance_multiplier
S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
@@ -81,9 +83,9 @@
return //No sound
var/dx = turf_source.x - T.x // Hearing from the right/left
S.x = dx
S.x = dx * distance_multiplier
var/dz = turf_source.y - T.y // Hearing from infront/behind
S.z = dz
S.z = dz * distance_multiplier
// 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)
@@ -98,15 +100,14 @@
var/mob/M = m
M.playsound_local(M, null, volume, vary, frequency, falloff, channel, pressure_affected, S)
/proc/open_sound_channel()
var/static/next_channel = 1 //loop through the available 1024 - (the ones we reserve) channels and pray that its not still being used
. = ++next_channel
if(next_channel > CHANNEL_HIGHEST_AVAILABLE)
next_channel = 1
/mob/proc/stop_sound_channel(chan)
SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = chan))
/mob/proc/set_sound_channel_volume(channel, volume)
var/sound/S = sound(null, FALSE, FALSE, channel, volume)
S.status = SOUND_UPDATE
SEND_SOUND(src, S)
/client/proc/playtitlemusic()
if(!SSticker || !SSticker.login_music || config.disable_lobby_music)
return

View File

@@ -0,0 +1,113 @@
/**
* Get all non admin_only instruments as a list of text ids.
*/
/proc/get_allowed_instrument_ids()
. = list()
for(var/id in SSinstruments.instrument_data)
var/datum/instrument/I = SSinstruments.instrument_data[id]
if(!I.admin_only)
. += I.id
/**
* # Instrument Datums
*
* Instrument datums hold the data for any given instrument, as well as data on how to play it and what bounds there are to playing it.
*
* The datums themselves are kept in SSinstruments in a list by their unique ID. The reason it uses ID instead of typepath is to support the runtime creation of instruments.
* Since songs cache them while playing, there isn't realistic issues regarding performance from accessing.
*/
/datum/instrument
/// Name of the instrument
var/name = "Generic instrument"
/// Uniquely identifies this instrument so runtime changes are possible as opposed to paths. If this is unset, things will use path instead.
var/id
/// Category
var/category = "Unsorted"
/// Used for categorization subtypes
var/abstract_type = /datum/instrument
/// Write here however many samples, follow this syntax: "%note num%"='%sample file%' eg. "27"='synthesizer/e2.ogg'. Key must never be lower than 0 and higher than 127
var/list/real_samples
/// assoc list key = /datum/instrument_key. do not fill this yourself!
var/list/samples
/// See __DEFINES/flags/instruments.dm
var/instrument_flags = NONE
/// For legacy instruments, the path to our notes
var/legacy_instrument_path
/// For legacy instruments, our file extension
var/legacy_instrument_ext
/// What songs are using us
var/list/datum/song/songs_using = list()
/// Don't touch this
var/static/HIGHEST_KEY = 127
/// Don't touch this x2
var/static/LOWEST_KEY = 0
/// Oh no - For truly troll instruments.
var/admin_only = FALSE
/// Volume multiplier. Synthesized instruments are quite loud and I don't like to cut off potential detail via editing. (someone correct me if this isn't a thing)
var/volume_multiplier = 0.33
/datum/instrument/New()
if(isnull(id))
id = "[type]"
/datum/instrument/Destroy()
SSinstruments.instrument_data -= id
for(var/i in songs_using)
var/datum/song/S = i
S.set_instrument(null)
real_samples = null
samples = null
songs_using = null
return ..()
/**
* Initializes the instrument, calculating its samples if necessary.
*/
/datum/instrument/proc/Initialize()
if(instrument_flags & (INSTRUMENT_LEGACY | INSTRUMENT_DO_NOT_AUTOSAMPLE))
return
calculate_samples()
/**
* Checks if this instrument is ready to play.
*/
/datum/instrument/proc/is_ready()
if(instrument_flags & INSTRUMENT_LEGACY)
return legacy_instrument_path && legacy_instrument_ext
else if(instrument_flags & INSTRUMENT_DO_NOT_AUTOSAMPLE)
return length(samples)
return length(samples) >= 128
/**
* For synthesized instruments, this is how the instrument generates the "keys" that a [/datum/song] uses to play notes.
* Calculating them on the fly would be unperformant, so we do it during init and keep it all cached in a list.
*/
/datum/instrument/proc/calculate_samples()
if(!length(real_samples))
CRASH("No real samples defined for [id] [type] on calculate_samples() call.")
var/list/real_keys = list()
samples = list()
for(var/key in real_samples)
real_keys += text2num(key)
sortTim(real_keys, /proc/cmp_numeric_asc, associative = FALSE)
for(var/i in 1 to (length(real_keys) - 1))
var/from_key = real_keys[i]
var/to_key = real_keys[i + 1]
var/sample1 = real_samples[num2text(from_key)]
var/sample2 = real_samples[num2text(to_key)]
var/pivot = FLOOR((from_key + to_key) / 2, 1) //original code was a round but I replaced it because that's effectively a floor, thanks Baystation! who knows what was intended.
for(var/key in from_key to pivot)
samples[num2text(key)] = new /datum/instrument_key(sample1, key, key - from_key)
for(var/key in (pivot + 1) to to_key)
samples[num2text(key)] = new /datum/instrument_key(sample2, key, key - to_key)
// Fill in 0 to first key and last key to 127
var/first_key = real_keys[1]
var/last_key = real_keys[length(real_keys)]
var/first_sample = real_samples[num2text(first_key)]
var/last_sample = real_samples[num2text(last_key)]
for(var/key in LOWEST_KEY to (first_key - 1))
samples[num2text(key)] = new /datum/instrument_key(first_sample, key, key - first_key)
for(var/key in last_key to HIGHEST_KEY)
samples[num2text(key)] = new /datum/instrument_key(last_sample, key, key - last_key)

View File

@@ -0,0 +1,33 @@
#define KEY_TWELTH (1/12)
/**
* Instrument key datums contain everything needed to know how to play a specific
* note of an instrument.*
*/
/datum/instrument_key
/// The numerical key of what this is, from 1 to 127 on a standard piano keyboard.
var/key
/// The actual sample file that will be loaded when playing.
var/sample
/// The frequency to play the sample to get our desired note.
var/frequency
/// Deviation up/down from the pivot point that uses its sample. Used to calculate frequency.
var/deviation
/datum/instrument_key/New(sample, key, deviation, frequency)
src.sample = sample
src.key = key
src.deviation = deviation
src.frequency = frequency
if(!frequency && deviation)
calculate()
/**
* Calculates and stores our deviation.
*/
/datum/instrument_key/proc/calculate()
if(!deviation)
CRASH("Invalid calculate call: No deviation or sample in instrument_key")
frequency = 2 ** (KEY_TWELTH * deviation)
#undef KEY_TWELTH

View File

@@ -0,0 +1,26 @@
/datum/instrument/brass
name = "Generic brass instrument"
category = "Brass"
abstract_type = /datum/instrument/brass
/datum/instrument/brass/crisis_section
name = "Crisis Brass Section"
id = "crbrass"
real_samples = list("36"='sound/instruments/synthesis_samples/brass/crisis_brass/c2.ogg',
"48"='sound/instruments/synthesis_samples/brass/crisis_brass/c3.ogg',
"60"='sound/instruments/synthesis_samples/brass/crisis_brass/c4.ogg',
"72"='sound/instruments/synthesis_samples/brass/crisis_brass/c5.ogg')
/datum/instrument/brass/crisis_trombone
name = "Crisis Trombone"
id = "crtrombone"
real_samples = list("36"='sound/instruments/synthesis_samples/brass/crisis_trombone/c2.ogg',
"48"='sound/instruments/synthesis_samples/brass/crisis_trombone/c3.ogg',
"60"='sound/instruments/synthesis_samples/brass/crisis_trombone/c4.ogg',
"72"='sound/instruments/synthesis_samples/brass/crisis_trombone/c5.ogg')
/datum/instrument/brass/crisis_trumpet
name = "Crisis Trumpet"
id = "crtrumpet"
real_samples = list("60"='sound/instruments/synthesis_samples/brass/crisis_trumpet/c4.ogg',
"72"='sound/instruments/synthesis_samples/brass/crisis_trumpet/c5.ogg')

View File

@@ -0,0 +1,31 @@
/datum/instrument/chromatic
name = "Generic chromatic percussion instrument"
category = "Chromatic percussion"
abstract_type = /datum/instrument/chromatic
/datum/instrument/chromatic/vibraphone1
name = "Crisis Vibraphone"
id = "crvibr"
real_samples = list("36"='sound/instruments/synthesis_samples/chromatic/vibraphone1/c2.ogg',
"48"='sound/instruments/synthesis_samples/chromatic/vibraphone1/c3.ogg',
"60"='sound/instruments/synthesis_samples/chromatic/vibraphone1/c4.ogg',
"72"='sound/instruments/synthesis_samples/chromatic/vibraphone1/c5.ogg')
/datum/instrument/chromatic/musicbox1
name = "SGM Music Box"
id = "sgmmbox"
real_samples = list("36"='sound/instruments/synthesis_samples/chromatic/sgmbox/c2.ogg',
"48"='sound/instruments/synthesis_samples/chromatic/sgmbox/c3.ogg',
"60"='sound/instruments/synthesis_samples/chromatic/sgmbox/c4.ogg',
"72"='sound/instruments/synthesis_samples/chromatic/sgmbox/c5.ogg')
/datum/instrument/chromatic/fluid_celeste
name = "FluidR3 Celeste"
id = "r3celeste"
real_samples = list("36"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c2.ogg',
"48"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c3.ogg',
"60"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c4.ogg',
"72"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c5.ogg',
"84"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c6.ogg',
"96"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c7.ogg',
"108"='sound/instruments/synthesis_samples/chromatic/fluid_celeste/c8.ogg')

View File

@@ -0,0 +1,19 @@
/datum/instrument/fun
name = "Generic Fun Instrument"
category = "Fun"
abstract_type = /datum/instrument/fun
/datum/instrument/fun/honk
name = "!!HONK!!"
id = "honk"
real_samples = list("74"='sound/items/bikehorn.ogg') // Cluwne Heaven
/datum/instrument/fun/signal
name = "Ping"
id = "ping"
real_samples = list("79"='sound/machines/ping.ogg')
/datum/instrument/fun/chime
name = "Chime"
id = "chime"
real_samples = list("79"='sound/machines/chime.ogg')

View File

@@ -0,0 +1,36 @@
/datum/instrument/guitar
name = "Generic guitar-like instrument"
category = "Guitar"
abstract_type = /datum/instrument/guitar
/datum/instrument/guitar/steel_crisis
name = "Crisis Steel String Guitar"
id = "csteelgt"
real_samples = list("36"='sound/instruments/synthesis_samples/guitar/crisis_steel/c2.ogg',
"48"='sound/instruments/synthesis_samples/guitar/crisis_steel/c3.ogg',
"60"='sound/instruments/synthesis_samples/guitar/crisis_steel/c4.ogg',
"72"='sound/instruments/synthesis_samples/guitar/crisis_steel/c5.ogg')
/datum/instrument/guitar/nylon_crisis
name = "Crisis Nylon String Guitar"
id = "cnylongt"
real_samples = list("36"='sound/instruments/synthesis_samples/guitar/crisis_nylon/c2.ogg',
"48"='sound/instruments/synthesis_samples/guitar/crisis_nylon/c3.ogg',
"60"='sound/instruments/synthesis_samples/guitar/crisis_nylon/c4.ogg',
"72"='sound/instruments/synthesis_samples/guitar/crisis_nylon/c5.ogg')
/datum/instrument/guitar/clean_crisis
name = "Crisis Clean Guitar"
id = "ccleangt"
real_samples = list("36"='sound/instruments/synthesis_samples/guitar/crisis_clean/c2.ogg',
"48"='sound/instruments/synthesis_samples/guitar/crisis_clean/c3.ogg',
"60"='sound/instruments/synthesis_samples/guitar/crisis_clean/c4.ogg',
"72"='sound/instruments/synthesis_samples/guitar/crisis_clean/c5.ogg')
/datum/instrument/guitar/muted_crisis
name = "Crisis Muted Guitar"
id = "cmutedgt"
real_samples = list("36"='sound/instruments/synthesis_samples/guitar/crisis_muted/c2.ogg',
"48"='sound/instruments/synthesis_samples/guitar/crisis_muted/c3.ogg',
"60"='sound/instruments/synthesis_samples/guitar/crisis_muted/c4.ogg',
"72"='sound/instruments/synthesis_samples/guitar/crisis_muted/c5.ogg')

View File

@@ -0,0 +1,86 @@
//THESE ARE HARDCODED INSTRUMENT SAMPLES.
//SONGS WILL BE AUTOMATICALLY SWITCHED TO LEGACY MODE IF THEY USE THIS KIND OF INSTRUMENT!
//I'd prefer these stayed. They sound different from the mechanical synthesis of synthed instruments, and I quite like them that way. It's not legacy, it's hardcoded, old style. - kevinz000
/datum/instrument/hardcoded
abstract_type = /datum/instrument/hardcoded
category = "Non-Synthesized"
instrument_flags = INSTRUMENT_LEGACY
volume_multiplier = 1 //not as loud as synth'd
/datum/instrument/hardcoded/accordion
name = "Accordion"
id = "accordion"
legacy_instrument_ext = "mid"
legacy_instrument_path = "accordion"
/datum/instrument/hardcoded/bikehorn
name = "Bike Horn"
id = "bikehorn"
legacy_instrument_ext = "ogg"
legacy_instrument_path = "bikehorn"
/datum/instrument/hardcoded/eguitar
name = "Electric Guitar"
id = "eguitar"
legacy_instrument_ext = "ogg"
legacy_instrument_path = "eguitar"
/datum/instrument/hardcoded/glockenspiel
name = "Glockenspiel"
id = "glockenspiel"
legacy_instrument_ext = "mid"
legacy_instrument_path = "glockenspiel"
/datum/instrument/hardcoded/guitar
name = "Guitar"
id = "guitar"
legacy_instrument_ext = "ogg"
legacy_instrument_path = "guitar"
/datum/instrument/hardcoded/harmonica
name = "Harmonica"
id = "harmonica"
legacy_instrument_ext = "mid"
legacy_instrument_path = "harmonica"
/datum/instrument/hardcoded/piano
name = "Piano"
id = "piano"
legacy_instrument_ext = "ogg"
legacy_instrument_path = "piano"
/datum/instrument/hardcoded/recorder
name = "Recorder"
id = "recorder"
legacy_instrument_ext = "mid"
legacy_instrument_path = "recorder"
/datum/instrument/hardcoded/saxophone
name = "Saxophone"
id = "saxophone"
legacy_instrument_ext = "mid"
legacy_instrument_path = "saxophone"
/datum/instrument/hardcoded/trombone
name = "Trombone"
id = "trombone"
legacy_instrument_ext = "mid"
legacy_instrument_path = "trombone"
/datum/instrument/hardcoded/violin
name = "Violin"
id = "violin"
legacy_instrument_ext = "mid"
legacy_instrument_path = "violin"
/datum/instrument/hardcoded/xylophone
name = "Xylophone"
id = "xylophone"
legacy_instrument_ext = "mid"
legacy_instrument_path = "xylophone"
/datum/instrument/hardcoded/banjo
name = "Banjo"
id = "banjo"
legacy_instrument_ext = "ogg"
legacy_instrument_path = "banjo"

View File

@@ -0,0 +1,59 @@
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/instrument
name = "generic instrument"
force = 10
max_integrity = 100
resistance_flags = FLAMMABLE
icon = 'icons/obj/musician.dmi'
lefthand_file = 'icons/mob/inhands/equipment/instruments_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/instruments_righthand.dmi'
/// Our song datum.
var/datum/song/handheld/song
/// Our allowed list of instrument ids. This is nulled on initialize.
var/list/allowed_instrument_ids
/// How far away our song datum can be heard.
var/instrument_range = 15
/obj/item/instrument/Initialize(mapload)
. = ..()
song = new(src, allowed_instrument_ids, instrument_range)
allowed_instrument_ids = null //We don't need this clogging memory after it's used.
/obj/item/instrument/Destroy()
QDEL_NULL(song)
return ..()
/obj/item/instrument/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] begins to play 'Gloomy Sunday'! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/instrument/attack_self(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return TRUE
interact(user)
/obj/item/instrument/attack_self(mob/user)
tgui_interact(user)
/obj/item/instrument/tgui_data(mob/user)
return song.tgui_data(user)
/obj/item/instrument/tgui_interact(mob/user)
if(!isliving(user) || user.incapacitated())
return
song.tgui_interact(user)
/obj/item/instrument/tgui_act(action, params)
if(..())
return
return song.tgui_act(action, params)
/**
* Whether the instrument should stop playing
*
* Arguments:
* * user - The user
*/
/obj/item/instrument/proc/should_stop_playing(mob/user)
return !(src in user) || !isliving(user) || user.incapacitated()

View File

@@ -1,57 +1,10 @@
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/instrument
name = "generic instrument"
icon = 'icons/obj/musician.dmi'
lefthand_file = 'icons/mob/inhands/equipment/instruments_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/instruments_righthand.dmi'
resistance_flags = FLAMMABLE
max_integrity = 100
var/datum/song/handheld/song
var/instrument_id = "generic"
var/instrument_extension = "mid"
/obj/item/instrument/New()
song = new(instrument_id, src, instrument_extension)
..()
/obj/item/instrument/Destroy()
QDEL_NULL(song)
return ..()
/obj/item/instrument/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] begins to play 'Gloomy Sunday'! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/instrument/Initialize(mapload)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
..()
/obj/item/instrument/attack_self(mob/user)
tgui_interact(user)
/obj/item/instrument/tgui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
if(!isliving(user) || user.incapacitated())
return
song.tgui_interact(user, ui_key, ui, force_open)
/obj/item/instrument/tgui_data(mob/user)
return song.tgui_data(user)
/obj/item/instrument/tgui_act(action, params)
if(..())
return
return song.tgui_act(action, params)
/obj/item/instrument/violin
name = "space violin"
desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "violin"
item_state = "violin"
instrument_extension = "ogg"
force = 10
hitsound = "swing_hit"
instrument_id = "violin"
allowed_instrument_ids = "violin"
/obj/item/instrument/violin/golden
name = "golden violin"
@@ -65,87 +18,146 @@
desc = "An advanced electronic synthesizer that can be used as various instruments."
icon_state = "synth"
item_state = "synth"
instrument_id = "piano"
instrument_extension = "ogg"
var/static/list/insTypes = list("accordion" = "mid", "glockenspiel" = "mid", "guitar" = "ogg", "eguitar" = "ogg", "harmonica" = "mid", "piano" = "ogg", "recorder" = "mid", "saxophone" = "mid", "trombone" = "mid", "violin" = "ogg", "xylophone" = "mid")
actions_types = list(/datum/action/item_action/synthswitch)
allowed_instrument_ids = "piano"
/obj/item/instrument/piano_synth/proc/changeInstrument(name = "piano")
song.instrument_folder = name
song.instrument_extension = insTypes[name]
/obj/item/instrument/piano_synth/Initialize(mapload)
. = ..()
song.allowed_instrument_ids = SSinstruments.synthesizer_instrument_ids
/obj/item/instrument/banjo
name = "banjo"
desc = "A 'Mura' brand banjo. It's pretty much just a drum with a neck and strings."
icon_state = "banjo"
item_state = "banjo"
attack_verb = list("scruggs-styled", "hum-diggitied", "shin-digged", "clawhammered")
hitsound = 'sound/weapons/banjoslap.ogg'
allowed_instrument_ids = "banjo"
/obj/item/instrument/guitar
name = "guitar"
desc = "It's made of wood and has bronze strings."
icon_state = "guitar"
item_state = "guitar"
instrument_extension = "ogg"
force = 10
attack_verb = list("played metal on", "serenaded", "crashed", "smashed")
hitsound = 'sound/effects/guitarsmash.ogg'
instrument_id = "guitar"
hitsound = 'sound/weapons/stringsmash.ogg'
allowed_instrument_ids = "guitar"
/obj/item/instrument/eguitar
name = "electric guitar"
desc = "Makes all your shredding needs possible."
icon_state = "eguitar"
item_state = "eguitar"
instrument_extension = "ogg"
force = 12
attack_verb = list("played metal on", "shredded", "crashed", "smashed")
hitsound = 'sound/weapons/stringsmash.ogg'
instrument_id = "eguitar"
allowed_instrument_ids = "eguitar"
/obj/item/instrument/glockenspiel
name = "glockenspiel"
desc = "Smooth metal bars perfect for any marching band."
icon_state = "glockenspiel"
item_state = "glockenspiel"
instrument_id = "glockenspiel"
allowed_instrument_ids = "glockenspiel"
/obj/item/instrument/accordion
name = "accordion"
desc = "Pun-Pun not included."
icon_state = "accordion"
item_state = "accordion"
instrument_id = "accordion"
allowed_instrument_ids = "accordion"
/obj/item/instrument/trumpet
name = "trumpet"
desc = "To announce the arrival of the king!"
icon_state = "trumpet"
item_state = "trumpet"
allowed_instrument_ids = "trombone"
/obj/item/instrument/trumpet/spectral
name = "spectral trumpet"
desc = "Things are about to get spooky!"
icon_state = "spectral_trumpet"
item_state = "spectral_trumpet"
force = 0
attack_verb = list("played", "jazzed", "trumpeted", "mourned", "dooted", "spooked")
/obj/item/instrument/trumpet/spectral/Initialize()
. = ..()
AddComponent(/datum/component/spooky)
/obj/item/instrument/trumpet/spectral/attack(mob/living/carbon/C, mob/user)
playsound(src, 'sound/instruments/trombone/En4.mid', 100, 1, -1)
..()
/obj/item/instrument/saxophone
name = "saxophone"
desc = "This soothing sound will be sure to leave your audience in tears."
icon_state = "saxophone"
item_state = "saxophone"
instrument_id = "saxophone"
allowed_instrument_ids = "saxophone"
/obj/item/instrument/saxophone/spectral
name = "spectral saxophone"
desc = "This spooky sound will be sure to leave mortals in bones."
icon_state = "saxophone"
item_state = "saxophone"
force = 0
attack_verb = list("played", "jazzed", "saxxed", "mourned", "dooted", "spooked")
/obj/item/instrument/saxophone/spectral/Initialize()
. = ..()
AddComponent(/datum/component/spooky)
/obj/item/instrument/saxophone/spectral/attack(mob/living/carbon/C, mob/user)
playsound(src, 'sound/instruments/saxophone/En4.mid', 100,1,-1)
..()
/obj/item/instrument/trombone
name = "trombone"
desc = "How can any pool table ever hope to compete?"
icon_state = "trombone"
allowed_instrument_ids = "trombone"
item_state = "trombone"
instrument_id = "trombone"
/obj/item/instrument/trombone/spectral
name = "spectral trombone"
desc = "A skeleton's favorite instrument. Apply directly on the mortals."
icon_state = "trombone"
item_state = "trombone"
force = 0
attack_verb = list("played", "jazzed", "tromboned", "mourned", "dooted", "spooked")
/obj/item/instrument/trombone/spectral/Initialize()
. = ..()
AddComponent(/datum/component/spooky)
/obj/item/instrument/trombone/spectral/attack(mob/living/carbon/C, mob/user)
playsound (src, 'sound/instruments/trombone/Cn4.mid', 100,1,-1)
..()
/obj/item/instrument/recorder
name = "recorder"
desc = "Just like in school, playing ability and all."
force = 5
icon_state = "recorder"
item_state = "recorder"
instrument_id = "recorder"
allowed_instrument_ids = "recorder"
/obj/item/instrument/harmonica
name = "harmonica"
desc = "For when you get a bad case of the space blues."
icon_state = "harmonica"
item_state = "harmonica"
instrument_id = "harmonica"
force = 5
w_class = WEIGHT_CLASS_SMALL
allowed_instrument_ids = "harmonica"
/obj/item/instrument/xylophone
name = "xylophone"
desc = "a percussion instrument with a bright tone."
desc = "A percussion instrument with a bright tone."
icon_state = "xylophone"
item_state = "xylophone"
instrument_id = "xylophone"
allowed_instrument_ids = "bikehorn"
/obj/item/instrument/bikehorn
name = "gilded bike horn"
@@ -155,14 +167,14 @@
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
attack_verb = list("beautifully honks")
instrument_id = "bikehorn"
instrument_extension = "ogg"
w_class = WEIGHT_CLASS_TINY
force = 0
throw_speed = 3
throw_range = 7
throw_range = 15
hitsound = 'sound/items/bikehorn.ogg'
allowed_instrument_ids = "bikehorn"
// Crafting recipes
/datum/crafting_recipe/violin
name = "Violin"
result = /obj/item/instrument/violin
@@ -170,7 +182,7 @@
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 80
time = 8 SECONDS
category = CAT_MISC
/datum/crafting_recipe/guitar
@@ -180,7 +192,7 @@
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 80
time = 8 SECONDS
category = CAT_MISC
/datum/crafting_recipe/eguitar
@@ -190,5 +202,5 @@
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 80
time = 8 SECONDS
category = CAT_MISC

View File

@@ -0,0 +1,47 @@
/obj/structure/musician
name = "Not A Piano"
desc = "Something broke!"
var/can_play_unanchored = FALSE
var/list/allowed_instrument_ids
var/datum/song/song
/obj/structure/musician/Initialize(mapload)
. = ..()
song = new(src, allowed_instrument_ids)
allowed_instrument_ids = null
/obj/structure/musician/Destroy()
QDEL_NULL(song)
return ..()
/obj/structure/musician/attack_hand(mob/user)
add_fingerprint(user)
tgui_interact(user)
/obj/structure/musician/tgui_data(mob/user)
return song.tgui_data(user)
/obj/structure/musician/tgui_interact(mob/user)
song.tgui_interact(user)
/obj/structure/musician/tgui_act(action, params)
if(..())
return
return song.tgui_act(action, params)
/obj/structure/musician/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I, 40)
return TRUE
/**
* Whether the instrument should stop playing
*
* Arguments:
* * user - The user
*/
/obj/structure/musician/proc/should_stop_playing(mob/user)
if(!(anchored || can_play_unanchored))
return TRUE
if(!user)
return FALSE
return !CanUseTopic(user, GLOB.physical_state)

View File

@@ -0,0 +1,22 @@
/obj/structure/piano
parent_type = /obj/structure/musician // TODO: Can't edit maps right now due to a freeze, remove and update path when it's done
name = "space minimoog"
icon = 'icons/obj/musician.dmi'
icon_state = "minimoog"
anchored = TRUE
density = TRUE
allowed_instrument_ids = "piano"
/obj/structure/piano/unanchored
anchored = FALSE
/obj/structure/piano/Initialize(mapload)
. = ..()
if(prob(50) && icon_state == initial(icon_state))
name = "space minimoog"
desc = "This is a minimoog, like a space piano, but more spacey!"
icon_state = "minimoog"
else
name = "space piano"
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"

View File

@@ -0,0 +1,43 @@
/datum/instrument/organ
name = "Generic organ"
category = "Organ"
abstract_type = /datum/instrument/organ
/datum/instrument/organ/crisis_church
name = "Crisis Church Organ"
id = "crichugan"
real_samples = list("36"='sound/instruments/synthesis_samples/organ/crisis_church/c2.ogg',
"48"='sound/instruments/synthesis_samples/organ/crisis_church/c3.ogg',
"60"='sound/instruments/synthesis_samples/organ/crisis_church/c4.ogg',
"72"='sound/instruments/synthesis_samples/organ/crisis_church/c5.ogg')
/datum/instrument/organ/crisis_hammond
name = "Crisis Hammond Organ"
id = "crihamgan"
real_samples = list("36"='sound/instruments/synthesis_samples/organ/crisis_hammond/c2.ogg',
"48"='sound/instruments/synthesis_samples/organ/crisis_hammond/c3.ogg',
"60"='sound/instruments/synthesis_samples/organ/crisis_hammond/c4.ogg',
"72"='sound/instruments/synthesis_samples/organ/crisis_hammond/c5.ogg')
/datum/instrument/organ/crisis_accordian
name = "Crisis Accordion"
id = "crack"
real_samples = list("36"='sound/instruments/synthesis_samples/organ/crisis_accordian/c2.ogg',
"48"='sound/instruments/synthesis_samples/organ/crisis_accordian/c3.ogg',
"60"='sound/instruments/synthesis_samples/organ/crisis_accordian/c4.ogg',
"72"='sound/instruments/synthesis_samples/organ/crisis_accordian/c5.ogg')
/datum/instrument/organ/crisis_harmonica
name = "Crisis Harmonica"
id = "crharmony"
real_samples = list("48"='sound/instruments/synthesis_samples/organ/crisis_harmonica/c3.ogg',
"60"='sound/instruments/synthesis_samples/organ/crisis_harmonica/c4.ogg',
"72"='sound/instruments/synthesis_samples/organ/crisis_harmonica/c5.ogg')
/datum/instrument/organ/crisis_tango_accordian
name = "Crisis Tango Accordion"
id = "crtango"
real_samples = list("36"='sound/instruments/synthesis_samples/organ/crisis_tangaccordian/c2.ogg',
"48"='sound/instruments/synthesis_samples/organ/crisis_tangaccordian/c3.ogg',
"60"='sound/instruments/synthesis_samples/organ/crisis_tangaccordian/c4.ogg',
"72"='sound/instruments/synthesis_samples/organ/crisis_tangaccordian/c5.ogg')

View File

@@ -0,0 +1,56 @@
/datum/instrument/piano
name = "Generic piano"
category = "Piano"
abstract_type = /datum/instrument/piano
/datum/instrument/piano/fluid_piano
name = "FluidR3 Grand Piano"
id = "r3grand"
real_samples = list("36"='sound/instruments/synthesis_samples/piano/fluid_piano/c2.ogg',
"48"='sound/instruments/synthesis_samples/piano/fluid_piano/c3.ogg',
"60"='sound/instruments/synthesis_samples/piano/fluid_piano/c4.ogg',
"72"='sound/instruments/synthesis_samples/piano/fluid_piano/c5.ogg',
"84"='sound/instruments/synthesis_samples/piano/fluid_piano/c6.ogg',
"96"='sound/instruments/synthesis_samples/piano/fluid_piano/c7.ogg',
"108"='sound/instruments/synthesis_samples/piano/fluid_piano/c8.ogg')
/datum/instrument/piano/fluid_harpsichord
name = "FluidR3 Harpsichord"
id = "r3harpsi"
real_samples = list("36"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c2.ogg',
"48"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c3.ogg',
"60"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c4.ogg',
"72"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c5.ogg',
"84"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c6.ogg',
"96"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c7.ogg',
"108"='sound/instruments/synthesis_samples/piano/fluid_harpsi/c8.ogg')
/datum/instrument/piano/crisis_harpsichord
name = "Crisis Harpsichord"
id = "crharpsi"
real_samples = list("36"='sound/instruments/synthesis_samples/piano/crisis_harpsichord/c2.ogg',
"48"='sound/instruments/synthesis_samples/piano/crisis_harpsichord/c3.ogg',
"60"='sound/instruments/synthesis_samples/piano/crisis_harpsichord/c4.ogg',
"72"='sound/instruments/synthesis_samples/piano/crisis_harpsichord/c5.ogg')
/datum/instrument/piano/crisis_grandpiano_uni
name = "Crisis Grand Piano One"
id = "crgrand1"
real_samples = list("36"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c2.ogg',
"48"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c3.ogg',
"60"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c4.ogg',
"72"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c5.ogg',
"84"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c6.ogg',
"96"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c7.ogg',
"108"='sound/instruments/synthesis_samples/piano/crisis_grand_piano/c8.ogg')
/datum/instrument/piano/crisis_brightpiano_uni
name = "Crisis Bright Piano One"
id = "crbright1"
real_samples = list("36"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c2.ogg',
"48"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c3.ogg',
"60"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c4.ogg',
"72"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c5.ogg',
"84"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c6.ogg',
"96"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c7.ogg',
"108"='sound/instruments/synthesis_samples/piano/crisis_bright_piano/c8.ogg')

View File

@@ -0,0 +1,401 @@
#define MUSICIAN_HEARCHECK_MINDELAY 4
#define MUSIC_MAXLINES 1000
#define MUSIC_MAXLINECHARS 300
/**
* # Song datum
*
* These are the actual backend behind instruments.
* They attach to an atom and provide the editor + playback functionality.
*/
/datum/song
/// Name of the song
var/name = "Untitled"
/// The atom we're attached to/playing from
var/atom/parent
/// Our song lines
var/list/lines
/// delay between notes in deciseconds
var/tempo = 5
/// How far we can be heard
var/instrument_range = 15
/// Are we currently playing?
var/playing = FALSE
/// Are we currently editing?
var/editing = TRUE
/// Is the help screen open?
var/help = FALSE
/// Repeats left
var/repeat = 1
/// Maximum times we can repeat
var/max_repeats = 10
/// Our volume
var/volume = 75
/// Max volume
var/max_volume = 75
/// Min volume - This is so someone doesn't decide it's funny to set it to 0 and play invisible songs.
var/min_volume = 1
/// What instruments our built in picker can use. The picker won't show unless this is longer than one.
var/list/allowed_instrument_ids
//////////// Cached instrument variables /////////////
/// Instrument we are currently using
var/datum/instrument/using_instrument
/// Cached legacy ext for legacy instruments
var/cached_legacy_ext
/// Cached legacy dir for legacy instruments
var/cached_legacy_dir
/// Cached list of samples, referenced directly from the instrument for synthesized instruments
var/list/cached_samples
/// Are we operating in legacy mode (so if the instrument is a legacy instrument)
var/legacy = FALSE
//////////////////////////////////////////////////////
/////////////////// Playing variables ////////////////
/**
* Build by compile_chords()
* Must be rebuilt on instrument switch.
* Compilation happens when we start playing and is cleared after we finish playing.
* Format: list of chord lists, with chordlists having (key1, key2, key3, tempodiv)
*/
var/list/compiled_chords
/// Current section of a long chord we're on, so we don't need to make a billion chords, one for every unit ticklag.
var/elapsed_delay
/// Amount of delay to wait before playing the next chord
var/delay_by
/// Current chord we're on.
var/current_chord
/// Channel as text = current volume percentage but it's 0 to 100 instead of 0 to 1.
var/list/channels_playing
/// List of channels that aren't being used, as text. This is to prevent unnecessary freeing and reallocations from SSsounds/SSinstruments.
var/list/channels_idle
/// Person playing us
var/mob/user_playing
//////////////////////////////////////////////////////
/// Last world.time we checked for who can hear us
var/last_hearcheck = 0
/// The list of mobs that can hear us
var/list/hearing_mobs
/// If this is enabled, some things won't be strictly cleared when they usually are (liked compiled_chords on play stop)
var/debug_mode = FALSE
/// Max sound channels to occupy
var/max_sound_channels = CHANNELS_PER_INSTRUMENT
/// Current channels, so we can save a length() call.
var/using_sound_channels = 0
/// Last channel to play. text.
var/last_channel_played
/// Should we not decay our last played note?
var/full_sustain_held_note = TRUE
/////////////////////// DO NOT TOUCH THESE ///////////////////
var/octave_min = INSTRUMENT_MIN_OCTAVE
var/octave_max = INSTRUMENT_MAX_OCTAVE
var/key_min = INSTRUMENT_MIN_KEY
var/key_max = INSTRUMENT_MAX_KEY
var/static/list/note_offset_lookup
var/static/list/accent_lookup
//////////////////////////////////////////////////////////////
///////////// !!FUN!! - Only works in synthesized mode! /////////////////
/// Note numbers to shift.
var/note_shift = 0
var/note_shift_min = -100
var/note_shift_max = 100
var/can_noteshift = TRUE
/// The kind of sustain we're using
var/sustain_mode = SUSTAIN_LINEAR
/// When a note is considered dead if it is below this in volume
var/sustain_dropoff_volume = 0
/// Total duration of linear sustain for 100 volume note to get to SUSTAIN_DROPOFF
var/sustain_linear_duration = 5
/// Exponential sustain dropoff rate per decisecond
var/sustain_exponential_dropoff = 1.4
////////// DO NOT DIRECTLY SET THESE!
/// Do not directly set, use update_sustain()
var/cached_linear_dropoff = 10
/// Do not directly set, use update_sustain()
var/cached_exponential_dropoff = 1.045
/////////////////////////////////////////////////////////////////////////
var/static/list/valid_files[0] // Cache to avoid running fexists() every time
/datum/song/New(atom/parent, list/instrument_ids, new_range)
SSinstruments.on_song_new(src)
lines = list()
tempo = sanitize_tempo(tempo)
src.parent = parent
if(instrument_ids)
allowed_instrument_ids = islist(instrument_ids)? instrument_ids : list(instrument_ids)
if(length(allowed_instrument_ids))
set_instrument(allowed_instrument_ids[1])
hearing_mobs = list()
volume = clamp(volume, min_volume, max_volume)
channels_playing = list()
channels_idle = list()
if(!note_offset_lookup)
note_offset_lookup = list(9, 11, 0, 2, 4, 5, 7)
accent_lookup = list("b" = -1, "s" = 1, "#" = 1, "n" = 0)
update_sustain()
if(new_range)
instrument_range = new_range
/datum/song/Destroy()
stop_playing()
SSinstruments.on_song_del(src)
lines = null
using_instrument = null
allowed_instrument_ids = null
parent = null
return ..()
/**
* Checks and stores which mobs can hear us. Terminates sounds for mobs that leave our range.
*/
/datum/song/proc/do_hearcheck()
last_hearcheck = world.time
var/list/old = hearing_mobs.Copy()
hearing_mobs.len = 0
var/turf/source = get_turf(parent)
for(var/mob/M in GLOB.player_list)
var/dist = get_dist(M, source)
if(dist > instrument_range)
continue
hearing_mobs[M] = dist
var/list/exited = old - hearing_mobs
for(var/i in exited)
terminate_sound_mob(i)
/**
* Sets our instrument, caching anything necessary for faster accessing. Accepts an ID, typepath, or instantiated instrument datum.
*/
/datum/song/proc/set_instrument(datum/instrument/I)
terminate_all_sounds()
var/old_legacy
if(using_instrument)
using_instrument.songs_using -= src
old_legacy = (using_instrument.instrument_flags & INSTRUMENT_LEGACY)
using_instrument = null
cached_samples = null
cached_legacy_ext = null
cached_legacy_dir = null
legacy = null
if(istext(I) || ispath(I))
I = SSinstruments.instrument_data[I]
if(istype(I))
using_instrument = I
I.songs_using += src
var/instrument_legacy = (I.instrument_flags & INSTRUMENT_LEGACY)
if(instrument_legacy)
cached_legacy_ext = I.legacy_instrument_ext
cached_legacy_dir = I.legacy_instrument_path
legacy = TRUE
else
cached_samples = I.samples
legacy = FALSE
if(isnull(old_legacy) || (old_legacy != instrument_legacy))
if(playing)
compile_chords()
/**
* Attempts to start playing our song.
*/
/datum/song/proc/start_playing(mob/user)
if(playing)
return
if(!using_instrument?.is_ready())
to_chat(user, "<span class='warning'>An error has occured with [src]. Please reset the instrument.</span>")
return
compile_chords()
if(!length(compiled_chords))
to_chat(user, "<span class='warning'>Song is empty.</span>")
return
playing = TRUE
SStgui.update_uis(parent)
//we can not afford to runtime, since we are going to be doing sound channel reservations and if we runtime it means we have a channel allocation leak.
//wrap the rest of the stuff to ensure stop_playing() is called.
do_hearcheck()
SEND_SIGNAL(parent, COMSIG_SONG_START)
elapsed_delay = 0
delay_by = 0
current_chord = 1
user_playing = user
START_PROCESSING(SSinstruments, src)
/**
* Stops playing, terminating all sounds if in synthesized mode. Clears hearing_mobs.
*/
/datum/song/proc/stop_playing()
if(!playing)
return
playing = FALSE
if(!debug_mode)
compiled_chords = null
STOP_PROCESSING(SSinstruments, src)
SEND_SIGNAL(parent, COMSIG_SONG_END)
terminate_all_sounds(TRUE)
hearing_mobs.len = 0
SStgui.update_uis(parent)
user_playing = null
/**
* Processes our song.
*/
/datum/song/proc/process_song(wait)
if(!length(compiled_chords) || should_stop_playing(user_playing))
stop_playing()
return
var/list/chord = compiled_chords[current_chord]
if(++elapsed_delay >= delay_by)
play_chord(chord)
elapsed_delay = 0
delay_by = tempodiv_to_delay(chord[length(chord)])
current_chord++
if(current_chord > length(compiled_chords))
if(repeat)
repeat--
current_chord = 1
SStgui.update_uis(parent)
return
else
stop_playing()
return
/**
* Converts a tempodiv to ticks to elapse before playing the next chord, taking into account our tempo.
*/
/datum/song/proc/tempodiv_to_delay(tempodiv)
return max(1, round((tempo/tempodiv) / world.tick_lag, 1))
/**
* Compiles chords.
*/
/datum/song/proc/compile_chords()
legacy ? compile_legacy() : compile_synthesized()
/**
* Plays a chord.
*/
/datum/song/proc/play_chord(list/chord)
// last value is timing information
for(var/i in 1 to (length(chord) - 1))
legacy? playkey_legacy(chord[i][1], chord[i][2], chord[i][3], user_playing) : playkey_synth(chord[i], user_playing)
/**
* Checks if we should halt playback.
*/
/datum/song/proc/should_stop_playing(mob/user)
return QDELETED(parent) || !using_instrument || !playing
/**
* Sanitizes tempo to a value that makes sense and fits the current world.tick_lag.
*/
/datum/song/proc/sanitize_tempo(new_tempo)
new_tempo = abs(new_tempo)
return clamp(round(new_tempo, world.tick_lag), world.tick_lag, 5 SECONDS)
/**
* Gets our beats per minute based on our tempo.
*/
/datum/song/proc/get_bpm()
return 600 / tempo
/**
* Sets our tempo from a beats-per-minute, sanitizing it to a valid number first.
*/
/datum/song/proc/set_bpm(bpm)
tempo = sanitize_tempo(600 / bpm)
/datum/song/process(wait)
if(!playing)
return PROCESS_KILL
// it's expected this ticks at every world.tick_lag. if it lags, do not attempt to catch up.
process_song(world.tick_lag)
process_decay(world.tick_lag)
/**
* Updates our cached linear/exponential falloff stuff, saving calculations down the line.
*/
/datum/song/proc/update_sustain()
// Exponential is easy
cached_exponential_dropoff = sustain_exponential_dropoff
// Linear, not so much, since it's a target duration from 100 volume rather than an exponential rate.
var/target_duration = sustain_linear_duration
var/volume_diff = max(0, 100 - sustain_dropoff_volume)
var/volume_decrease_per_decisecond = volume_diff / target_duration
cached_linear_dropoff = volume_decrease_per_decisecond
/**
* Setter for setting output volume.
*/
/datum/song/proc/set_volume(volume)
src.volume = clamp(volume, max(0, min_volume), min(100, max_volume))
update_sustain()
SStgui.update_uis(parent)
/**
* Setter for setting how low the volume has to get before a note is considered "dead" and dropped
*/
/datum/song/proc/set_dropoff_volume(volume)
sustain_dropoff_volume = clamp(volume, INSTRUMENT_MIN_SUSTAIN_DROPOFF, 100)
update_sustain()
SStgui.update_uis(parent)
/**
* Setter for setting exponential falloff factor.
*/
/datum/song/proc/set_exponential_drop_rate(drop)
sustain_exponential_dropoff = clamp(drop, INSTRUMENT_EXP_FALLOFF_MIN, INSTRUMENT_EXP_FALLOFF_MAX)
update_sustain()
SStgui.update_uis(parent)
/**
* Setter for setting linear falloff duration.
*/
/datum/song/proc/set_linear_falloff_duration(duration)
sustain_linear_duration = clamp(duration, 0.1, INSTRUMENT_MAX_TOTAL_SUSTAIN)
update_sustain()
SStgui.update_uis(parent)
/datum/song/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if(NAMEOF(src, volume))
set_volume(var_value)
if(NAMEOF(src, sustain_dropoff_volume))
set_dropoff_volume(var_value)
if(NAMEOF(src, sustain_exponential_dropoff))
set_exponential_drop_rate(var_value)
if(NAMEOF(src, sustain_linear_duration))
set_linear_falloff_duration(var_value)
// subtype for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/should_stop_playing(mob/user)
. = ..()
if(.)
return TRUE
var/obj/item/instrument/I = parent
return I.should_stop_playing(user)
// subtype for stationary structures, like pianos
/datum/song/stationary
/datum/song/stationary/should_stop_playing(mob/user)
. = ..()
if(.)
return TRUE
var/obj/structure/musician/M = parent
return M.should_stop_playing(user)

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@@ -0,0 +1,183 @@
/datum/song/tgui_data(mob/user)
var/data[0]
// General
data["playing"] = playing
data["repeat"] = repeat
data["maxRepeats"] = max_repeats
data["editing"] = editing
data["lines"] = lines
data["tempo"] = tempo
data["minTempo"] = world.tick_lag
data["maxTempo"] = 5 SECONDS
data["tickLag"] = world.tick_lag
data["help"] = help
// Status
var/list/allowed_instrument_names = list()
for(var/i in allowed_instrument_ids)
var/datum/instrument/I = SSinstruments.get_instrument(i)
if(I)
allowed_instrument_names += I.name
data["allowedInstrumentNames"] = allowed_instrument_names
data["instrumentLoaded"] = !isnull(using_instrument)
if(using_instrument)
data["instrument"] = using_instrument.name
data["canNoteShift"] = can_noteshift
if(can_noteshift)
data["noteShift"] = note_shift
data["noteShiftMin"] = note_shift_min
data["noteShiftMax"] = note_shift_max
data["sustainMode"] = sustain_mode
switch(sustain_mode)
if(SUSTAIN_LINEAR)
data["sustainLinearDuration"] = sustain_linear_duration
if(SUSTAIN_EXPONENTIAL)
data["sustainExponentialDropoff"] = sustain_exponential_dropoff
data["ready"] = using_instrument?.is_ready()
data["legacy"] = legacy
data["volume"] = volume
data["minVolume"] = min_volume
data["maxVolume"] = max_volume
data["sustainDropoffVolume"] = sustain_dropoff_volume
data["sustainHeldNote"] = full_sustain_held_note
return data
/datum/song/tgui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
ui = SStgui.try_update_ui(user, parent, ui_key, ui, force_open)
if(!ui)
ui = new(user, parent, ui_key, "Instrument", parent?.name || "Instrument", 700, 500)
ui.open()
ui.set_autoupdate(FALSE) // NO!!! Don't auto-update this!!
/datum/song/tgui_act(action, params)
switch(action)
if("newsong")
lines = new()
tempo = sanitize_tempo(5) // default 120 BPM
name = ""
return TRUE
if("import")
var/t = ""
do
t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message)
if(!in_range(parent, usr))
return
if(length_char(t) >= MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
while(length_char(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
parse_song(t)
if("help")
help = !help
return TRUE
if("edit")
editing = !editing
return TRUE
if("repeat") //Changing this from a toggle to a number of repeats to avoid infinite loops.
if(playing)
return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing.
repeat = clamp(round(text2num(params["new"])), 0, max_repeats)
return TRUE
if("tempo")
tempo = sanitize_tempo(text2num(params["new"]))
return TRUE
if("play")
INVOKE_ASYNC(src, .proc/start_playing, usr)
if("newline")
var/newline = html_encode(input("Enter your line: ", parent.name) as text|null)
if(!newline || !in_range(parent, usr))
return
if(length(lines) > MUSIC_MAXLINES)
return
if(length(newline) > MUSIC_MAXLINECHARS)
newline = copytext(newline, 1, MUSIC_MAXLINECHARS)
lines.Add(newline)
return TRUE
if("deleteline")
var/num = round(text2num(params["line"]))
if(num > length(lines) || num < 1)
return
lines.Cut(num, num + 1)
return TRUE
if("modifyline")
var/num = round(text2num(params["line"]), 1)
var/content = stripped_input(usr, "Enter your line: ", parent.name, lines[num], MUSIC_MAXLINECHARS)
if(!content || !in_range(parent, usr))
return
if(num > length(lines) || num < 1)
return
lines[num] = content
return TRUE
if("stop")
stop_playing()
if("setlinearfalloff")
set_linear_falloff_duration(round(text2num(params["new"]) * 10, world.tick_lag))
return TRUE
if("setexpfalloff")
set_exponential_drop_rate(round(text2num(params["new"]), 0.00001))
return TRUE
if("setvolume")
set_volume(round(text2num(params["new"]), 1))
return TRUE
if("setdropoffvolume")
set_dropoff_volume(round(text2num(params["new"]), 0.01))
return TRUE
if("switchinstrument")
if(!length(allowed_instrument_ids))
return
else if(length(allowed_instrument_ids) == 1)
set_instrument(allowed_instrument_ids[1])
return
var/choice = params["name"]
for(var/i in allowed_instrument_ids)
var/datum/instrument/I = SSinstruments.get_instrument(i)
if(I && I.name == choice)
set_instrument(I)
return TRUE
if("setnoteshift")
note_shift = clamp(round(text2num(params["new"])), note_shift_min, note_shift_max)
return TRUE
if("setsustainmode")
var/static/list/sustain_modes
if(!length(sustain_modes))
sustain_modes = list("Linear" = SUSTAIN_LINEAR, "Exponential" = SUSTAIN_EXPONENTIAL)
var/choice = params["new"]
sustain_mode = sustain_modes[choice] || sustain_mode
return TRUE
if("togglesustainhold")
full_sustain_held_note = !full_sustain_held_note
return TRUE
else
return FALSE
parent.add_fingerprint(usr)
/**
* Parses a song the user has input into lines and stores them.
*/
/datum/song/proc/parse_song(text)
set waitfor = FALSE
//split into lines
lines = splittext(text, "\n")
if(length(lines))
var/bpm_string = "BPM: "
if(findtext(lines[1], bpm_string, 1, length(bpm_string) + 1))
var/divisor = text2num(copytext(lines[1], length(bpm_string) + 1)) || 120 // default
tempo = sanitize_tempo(600 / round(divisor, 1))
lines.Cut(1, 2)
else
tempo = sanitize_tempo(5) // default 120 BPM
if(length(lines) > MUSIC_MAXLINES)
to_chat(usr, "Too many lines!")
lines.Cut(MUSIC_MAXLINES + 1)
var/linenum = 1
for(var/l in lines)
if(length_char(l) > MUSIC_MAXLINECHARS)
to_chat(usr, "Line [linenum] too long!")
lines.Remove(l)
else
linenum++
SStgui.update_uis(parent)

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@@ -0,0 +1,95 @@
/**
* Compiles our lines into "chords" with filenames for legacy playback. This makes there have to be a bit of lag at the beginning of the song, but repeats will not have to parse it again, and overall playback won't be impacted by as much lag.
*/
/datum/song/proc/compile_legacy()
if(!length(src.lines))
return
var/list/lines = src.lines //cache for hyepr speed!
compiled_chords = list()
var/list/octaves = list(3, 3, 3, 3, 3, 3, 3)
var/list/accents = list("n", "n", "n", "n", "n", "n", "n")
for(var/line in lines)
var/list/chords = splittext(lowertext(line), ",")
for(var/chord in chords)
var/list/compiled_chord = list()
var/tempodiv = 1
var/list/notes_tempodiv = splittext(chord, "/")
var/len = length(notes_tempodiv)
if(len >= 2)
tempodiv = text2num(notes_tempodiv[2])
if(len) //some dunkass is going to do ,,,, to make 3 rests instead of ,/1 because there's no standardization so let's be prepared for that.
var/list/notes = splittext(notes_tempodiv[1], "-")
for(var/note in notes)
if(length(note) == 0)
continue
// 1-7, A-G
var/key = text2ascii(note) - 96
if((key < 1) || (key > 7))
continue
for(var/i in 2 to length(note))
var/oct_acc = copytext(note, i, i + 1)
var/num = text2num(oct_acc)
if(!num) //it's an accidental
accents[key] = oct_acc //if they misspelled it/fucked up that's on them lmao, no safety checks.
else //octave
octaves[key] = clamp(num, octave_min, octave_max)
compiled_chord[++compiled_chord.len] = list(key, accents[key], octaves[key])
compiled_chord += tempodiv //this goes last
if(length(compiled_chord))
compiled_chords[++compiled_chords.len] = compiled_chord
/**
* Proc to play a legacy note. Just plays the sound to hearing mobs (and does hearcheck if necessary), no fancy channel/sustain/management.
*
* Arguments:
* * note - number from 1-7 for A-G
* * acc - either "b", "n", or "#"
* * oct - 1-8 (or 9 for C)
*/
/datum/song/proc/playkey_legacy(note, acc as text, oct, mob/user)
// handle accidental -> B<>C of E<>F
if(acc == "b" && (note == 3 || note == 6)) // C or F
if(note == 3)
oct--
note--
acc = "n"
else if(acc == "#" && (note == 2 || note == 5)) // B or E
if(note == 2)
oct++
note++
acc = "n"
else if(acc == "#" && (note == 7)) //G#
note = 1
acc = "b"
else if(acc == "#") // mass convert all sharps to flats, octave jump already handled
acc = "b"
note++
// check octave, C is allowed to go to 9
if(oct < 1 || (note == 3 ? oct > 9 : oct > 8))
return
// now generate name
var/filename = "sound/instruments/[cached_legacy_dir]/[ascii2text(note + 64)][acc][oct].[cached_legacy_ext]"
var/soundfile = file(filename)
// make sure the note exists
var/cached_fexists = valid_files[filename]
if(!isnull(cached_fexists))
if(!cached_fexists)
return
else if(!fexists(soundfile))
valid_files[filename] = FALSE
return
else
valid_files[filename] = TRUE
// and play
var/turf/source = get_turf(parent)
if((world.time - MUSICIAN_HEARCHECK_MINDELAY) > last_hearcheck)
do_hearcheck()
var/sound/music_played = sound(soundfile)
for(var/i in hearing_mobs)
var/mob/M = i
if(!(M?.client?.prefs?.toggles & SOUND_INSTRUMENTS))
continue
M.playsound_local(source, null, volume * using_instrument.volume_multiplier, falloff = 5, S = music_played)
// Could do environment and echo later but not for now

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@@ -0,0 +1,134 @@
/**
* Compiles our lines into "chords" with numbers. This makes there have to be a bit of lag at the beginning of the song, but repeats will not have to parse it again, and overall playback won't be impacted by as much lag.
*/
/datum/song/proc/compile_synthesized()
if(!length(src.lines))
return
var/list/lines = src.lines //cache for hyepr speed!
compiled_chords = list()
var/list/octaves = list(3, 3, 3, 3, 3, 3, 3)
var/list/accents = list("n", "n", "n", "n", "n", "n", "n")
for(var/line in lines)
var/list/chords = splittext(lowertext(line), ",")
for(var/chord in chords)
var/list/compiled_chord = list()
var/tempodiv = 1
var/list/notes_tempodiv = splittext(chord, "/")
var/len = length(notes_tempodiv)
if(len >= 2)
tempodiv = text2num(notes_tempodiv[2])
if(len) //some dunkass is going to do ,,,, to make 3 rests instead of ,/1 because there's no standardization so let's be prepared for that.
var/list/notes = splittext(notes_tempodiv[1], "-")
for(var/note in notes)
if(length(note) == 0)
continue
// 1-7, A-G
var/key = text2ascii(note) - 96
if((key < 1) || (key > 7))
continue
for(var/i in 2 to length(note))
var/oct_acc = copytext(note, i, i + 1)
var/num = text2num(oct_acc)
if(!num) //it's an accidental
accents[key] = oct_acc //if they misspelled it/fucked up that's on them lmao, no safety checks.
else //octave
octaves[key] = clamp(num, octave_min, octave_max)
compiled_chord += clamp((note_offset_lookup[key] + octaves[key] * 12 + accent_lookup[accents[key]]), key_min, key_max)
compiled_chord += tempodiv //this goes last
if(length(compiled_chord))
compiled_chords[++compiled_chords.len] = compiled_chord
/**
* Plays a specific numerical key from our instrument to anyone who can hear us.
* Does a hearing check if enough time has passed.
*/
/datum/song/proc/playkey_synth(key, mob/user)
if(can_noteshift)
key = clamp(key + note_shift, key_min, key_max)
if((world.time - MUSICIAN_HEARCHECK_MINDELAY) > last_hearcheck)
do_hearcheck()
var/datum/instrument_key/K = using_instrument.samples[num2text(key)] //See how fucking easy it is to make a number text? You don't need a complicated 9 line proc!
//Should probably add channel limiters here at some point but I don't care right now.
var/channel = pop_channel()
if(isnull(channel))
return FALSE
. = TRUE
var/sound/copy = sound(K.sample)
var/volume = src.volume * using_instrument.volume_multiplier
copy.frequency = K.frequency
copy.volume = volume
var/channel_text = num2text(channel)
channels_playing[channel_text] = 100
last_channel_played = channel_text
for(var/i in hearing_mobs)
var/mob/M = i
if(!(M?.client?.prefs?.toggles & SOUND_INSTRUMENTS))
continue
M.playsound_local(get_turf(parent), null, volume, FALSE, K.frequency, INSTRUMENT_DISTANCE_NO_FALLOFF, channel, null, copy, distance_multiplier = INSTRUMENT_DISTANCE_FALLOFF_BUFF)
// Could do environment and echo later but not for now
/**
* Stops all sounds we are "responsible" for. Only works in synthesized mode.
*/
/datum/song/proc/terminate_all_sounds(clear_channels = TRUE)
for(var/i in hearing_mobs)
terminate_sound_mob(i)
if(clear_channels && channels_playing)
channels_playing.len = 0
channels_idle.len = 0
SSinstruments.current_instrument_channels -= using_sound_channels
using_sound_channels = 0
SSsounds.free_datum_channels(src)
/**
* Stops all sounds we are responsible for in a given person. Only works in synthesized mode.
*/
/datum/song/proc/terminate_sound_mob(mob/M)
for(var/channel in channels_playing)
M.stop_sound_channel(text2num(channel))
/**
* Pops a channel we have reserved so we don't have to release and re-request them from SSsounds every time we play a note. This is faster.
*/
/datum/song/proc/pop_channel()
if(length(channels_idle)) //just pop one off of here if we have one available
. = text2num(channels_idle[1])
channels_idle.Cut(1, 2)
return
if(using_sound_channels >= max_sound_channels)
return
. = SSinstruments.reserve_instrument_channel(src)
if(!isnull(.))
using_sound_channels++
/**
* Decays our channels and updates their volumes to mobs who can hear us.
*
* Arguments:
* * wait_ds - the deciseconds we should decay by. This is to compensate for any lag, as otherwise songs would get pretty nasty during high time dilation.
*/
/datum/song/proc/process_decay(wait_ds)
var/linear_dropoff = cached_linear_dropoff * wait_ds
var/exponential_dropoff = cached_exponential_dropoff ** wait_ds
for(var/channel in channels_playing)
if(full_sustain_held_note && (channel == last_channel_played))
continue
var/current_volume = channels_playing[channel]
switch(sustain_mode)
if(SUSTAIN_LINEAR)
current_volume -= linear_dropoff
if(SUSTAIN_EXPONENTIAL)
current_volume /= exponential_dropoff
channels_playing[channel] = current_volume
var/dead = current_volume <= sustain_dropoff_volume
var/channelnumber = text2num(channel)
if(dead)
channels_playing -= channel
channels_idle += channel
for(var/i in hearing_mobs)
var/mob/M = i
M.stop_sound_channel(channelnumber)
else
for(var/i in hearing_mobs)
var/mob/M = i
M.set_sound_channel_volume(channelnumber, (current_volume * 0.01) * volume * using_instrument.volume_multiplier)

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@@ -0,0 +1,19 @@
/datum/instrument/tones
name = "Ideal tone"
category = "Tones"
abstract_type = /datum/instrument/tones
/datum/instrument/tones/square_wave
name = "Ideal square wave"
id = "square"
real_samples = list("81"='sound/instruments/synthesis_samples/tones/Square.ogg')
/datum/instrument/tones/sine_wave
name = "Ideal sine wave"
id = "sine"
real_samples = list("81"='sound/instruments/synthesis_samples/tones/Sine.ogg')
/datum/instrument/tones/saw_wave
name = "Ideal sawtooth wave"
id = "saw"
real_samples = list("81"='sound/instruments/synthesis_samples/tones/Sawtooth.ogg')

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@@ -296,7 +296,7 @@
return
var/sound/S = sound(mysound)
S.wait = 0 //No queue
S.channel = open_sound_channel()
S.channel = SSsounds.random_available_channel()
S.volume = 50
for(var/mob/M in passengers | pilot)
M << S

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@@ -40,6 +40,7 @@
#include "code\__DEFINES\genetics.dm"
#include "code\__DEFINES\hud.dm"
#include "code\__DEFINES\hydroponics.dm"
#include "code\__DEFINES\instruments.dm"
#include "code\__DEFINES\inventory.dm"
#include "code\__DEFINES\is_helpers.dm"
#include "code\__DEFINES\job.dm"
@@ -241,6 +242,7 @@
#include "code\controllers\subsystem\parallax.dm"
#include "code\controllers\subsystem\radio.dm"
#include "code\controllers\subsystem\shuttles.dm"
#include "code\controllers\subsystem\sounds.dm"
#include "code\controllers\subsystem\spacedrift.dm"
#include "code\controllers\subsystem\statistics.dm"
#include "code\controllers\subsystem\sun.dm"
@@ -252,6 +254,7 @@
#include "code\controllers\subsystem\vote.dm"
#include "code\controllers\subsystem\weather.dm"
#include "code\controllers\subsystem\processing\fastprocess.dm"
#include "code\controllers\subsystem\processing\instruments.dm"
#include "code\controllers\subsystem\processing\obj.dm"
#include "code\controllers\subsystem\processing\processing.dm"
#include "code\controllers\subsystem\tickets\mentor_tickets.dm"
@@ -305,6 +308,7 @@
#include "code\datums\components\paintable.dm"
#include "code\datums\components\slippery.dm"
#include "code\datums\components\spawner.dm"
#include "code\datums\components\spooky.dm"
#include "code\datums\components\squeak.dm"
#include "code\datums\components\swarming.dm"
#include "code\datums\diseases\_disease.dm"
@@ -879,7 +883,6 @@
#include "code\game\objects\items\devices\flashlight.dm"
#include "code\game\objects\items\devices\floor_painter.dm"
#include "code\game\objects\items\devices\handheld_defib.dm"
#include "code\game\objects\items\devices\instruments.dm"
#include "code\game\objects\items\devices\laserpointer.dm"
#include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\machineprototype.dm"
@@ -1084,7 +1087,6 @@
#include "code\game\objects\structures\misc.dm"
#include "code\game\objects\structures\mop_bucket.dm"
#include "code\game\objects\structures\morgue.dm"
#include "code\game\objects\structures\musician.dm"
#include "code\game\objects\structures\noticeboard.dm"
#include "code\game\objects\structures\plasticflaps.dm"
#include "code\game\objects\structures\reflector.dm"
@@ -1636,6 +1638,24 @@
#include "code\modules\hydroponics\grown\tobacco.dm"
#include "code\modules\hydroponics\grown\tomato.dm"
#include "code\modules\hydroponics\grown\towercap.dm"
#include "code\modules\instruments\_instrument_data.dm"
#include "code\modules\instruments\_instrument_key.dm"
#include "code\modules\instruments\brass.dm"
#include "code\modules\instruments\chromatic_percussion.dm"
#include "code\modules\instruments\fun.dm"
#include "code\modules\instruments\guitar.dm"
#include "code\modules\instruments\hardcoded.dm"
#include "code\modules\instruments\organ.dm"
#include "code\modules\instruments\piano.dm"
#include "code\modules\instruments\synth_tones.dm"
#include "code\modules\instruments\objs\items\_instrument.dm"
#include "code\modules\instruments\objs\items\instruments.dm"
#include "code\modules\instruments\objs\structures\_musician.dm"
#include "code\modules\instruments\objs\structures\piano.dm"
#include "code\modules\instruments\songs\_song.dm"
#include "code\modules\instruments\songs\_song_ui.dm"
#include "code\modules\instruments\songs\play_legacy.dm"
#include "code\modules\instruments\songs\play_synthesized.dm"
#include "code\modules\karma\karma.dm"
#include "code\modules\keybindings\bindings_admin.dm"
#include "code\modules\keybindings\bindings_ai.dm"

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