/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE) if(isarea(source)) error("[source] is an area and is trying to make the sound: [soundin]") return var/turf/turf_source = get_turf(source) if(!turf_source) return //allocate a channel if necessary now so its the same for everyone channel = channel || open_sound_channel() // Looping through the player list has the added bonus of working for mobs inside containers var/sound/S = sound(get_sfx(soundin)) var/maxdistance = (world.view + extrarange) * 3 var/list/listeners = GLOB.player_list if(!ignore_walls) //these sounds don't carry through walls listeners = listeners & hearers(maxdistance, turf_source) for(var/P in listeners) var/mob/M = P if(!M || !M.client) continue var/turf/T = get_turf(M) // These checks need to be changed if z-levels are ever further refactored if(!T) continue if(T.z != turf_source.z) continue var/distance = get_dist(M, turf_source) 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) if(!client || !can_hear()) return if(!S) S = sound(get_sfx(soundin)) S.wait = 0 //No queue S.channel = channel || open_sound_channel() S.volume = vol if(vary) if(frequency) S.frequency = frequency else S.frequency = get_rand_frequency() if(isturf(turf_source)) var/turf/T = get_turf(src) //sound volume falloff with distance var/distance = get_dist(T, turf_source) S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff. if(pressure_affected) //Atmosphere affects sound var/pressure_factor = 1 var/datum/gas_mixture/hearer_env = T.return_air() var/datum/gas_mixture/source_env = turf_source.return_air() if(hearer_env && source_env) var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure()) if(pressure < ONE_ATMOSPHERE) pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0) else //space pressure_factor = 0 if(distance <= 1) pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound S.volume *= pressure_factor //End Atmosphere affecting sound if(S.volume <= 0) return //No sound var/dx = turf_source.x - T.x // Hearing from the right/left S.x = dx var/dz = turf_source.y - T.y // Hearing from infront/behind S.z = dz // The y value is for above your head, but there is no ceiling in 2d spessmens. S.y = 1 S.falloff = (falloff ? falloff : FALLOFF_SOUNDS) SEND_SOUND(src, S) /proc/sound_to_playing_players(soundin, volume = 100, vary = FALSE, frequency = 0, falloff = FALSE, channel = 0, pressure_affected = FALSE, sound/S) if(!S) S = sound(get_sfx(soundin)) for(var/m in GLOB.player_list) if(ismob(m) && !isnewplayer(m)) 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)) /client/proc/playtitlemusic() if(!SSticker || !SSticker.login_music || config.disable_lobby_music) return if(prefs.sound & SOUND_LOBBY) SEND_SOUND(src, sound(SSticker.login_music, repeat = 0, wait = 0, volume = 85, channel = CHANNEL_LOBBYMUSIC)) // MAD JAMS /proc/get_rand_frequency() return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs. /proc/get_sfx(soundin) if(istext(soundin)) switch(soundin) if("shatter") soundin = pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg') if("explosion") soundin = pick('sound/effects/explosion1.ogg','sound/effects/explosion2.ogg') if("sparks") soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg') if("rustle") soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg') if("bodyfall") soundin = pick('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg') if("punch") soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg') if("clownstep") soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg') if("jackboot") soundin = pick('sound/effects/jackboot1.ogg','sound/effects/jackboot2.ogg') if("swing_hit") soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg') if("hiss") soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg') if("pageturn") soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg') if("gunshot") soundin = pick('sound/weapons/gunshots/gunshot.ogg', 'sound/weapons/gunshots/gunshot2.ogg','sound/weapons/gunshots/gunshot3.ogg','sound/weapons/gunshots/gunshot4.ogg') if("casingdrop") soundin = pick('sound/weapons/gun_interactions/casingfall1.ogg', 'sound/weapons/gun_interactions/casingfall2.ogg', 'sound/weapons/gun_interactions/casingfall3.ogg') if("computer_ambience") soundin = pick('sound/goonstation/machines/ambicomp1.ogg', 'sound/goonstation/machines/ambicomp2.ogg', 'sound/goonstation/machines/ambicomp3.ogg') if("ricochet") soundin = pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg','sound/weapons/effects/ric3.ogg','sound/weapons/effects/ric4.ogg','sound/weapons/effects/ric5.ogg') if("terminal_type") soundin = pick('sound/machines/terminal_button01.ogg', 'sound/machines/terminal_button02.ogg', 'sound/machines/terminal_button03.ogg', 'sound/machines/terminal_button04.ogg', 'sound/machines/terminal_button05.ogg', 'sound/machines/terminal_button06.ogg', 'sound/machines/terminal_button07.ogg', 'sound/machines/terminal_button08.ogg') if("growls") soundin = pick('sound/goonstation/voice/growl1.ogg', 'sound/goonstation/voice/growl2.ogg', 'sound/goonstation/voice/growl3.ogg') if("bonebreak") soundin = pick('sound/effects/bone_break_1.ogg', 'sound/effects/bone_break_2.ogg', 'sound/effects/bone_break_3.ogg', 'sound/effects/bone_break_4.ogg', 'sound/effects/bone_break_5.ogg', 'sound/effects/bone_break_6.ogg') if("honkbot_e") soundin = pick('sound/items/bikehorn.ogg', 'sound/items/AirHorn2.ogg', 'sound/misc/sadtrombone.ogg', 'sound/items/AirHorn.ogg', 'sound/items/WEEOO1.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bcreep.ogg','sound/magic/Fireball.ogg' ,'sound/effects/pray.ogg', 'sound/voice/hiss1.ogg','sound/machines/buzz-sigh.ogg', 'sound/machines/ping.ogg', 'sound/weapons/flashbang.ogg', 'sound/weapons/bladeslice.ogg') return soundin