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https://github.com/ParadiseSS13/Paradise.git
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140 lines
5.3 KiB
Plaintext
140 lines
5.3 KiB
Plaintext
var/list/shatter_sound = list('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
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var/list/explosion_sound = list('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg')
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var/list/spark_sound = list('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
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var/list/rustle_sound = list('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
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var/list/bodyfall_sound = list('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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var/list/punch_sound = list('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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var/list/jackboot_sound = list('sound/effects/jackboot1.ogg','sound/effects/jackboot2.ogg')
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var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
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var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
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var/list/computer_ambience = list('sound/goonstation/machines/ambicomp1.ogg', 'sound/goonstation/machines/ambicomp2.ogg', 'sound/goonstation/machines/ambicomp3.ogg')
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var/list/ricochet = list('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')
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/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global, var/pitch)
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soundin = get_sfx(soundin) // same sound for everyone
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if(isarea(source))
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error("[source] is an area and is trying to make the sound: [soundin]")
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return
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var/frequency = pitch
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var/turf/turf_source = get_turf(source)
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// Looping through the player list has the added bonus of working for mobs inside containers
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for(var/P in player_list)
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var/mob/M = P
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if(!M || !M.client)
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continue
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var/distance = get_dist(M, turf_source)
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if(distance <= (world.view + extrarange) * 3)
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var/turf/T = get_turf(M)
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if(T && T.z == turf_source.z)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global)
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var/const/FALLOFF_SOUNDS = 0.5
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/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, is_global)
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if(!src.client || ear_deaf > 0) return
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soundin = get_sfx(soundin)
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var/sound/S = sound(soundin)
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S.wait = 0 //No queue
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S.channel = 0 //Any channel
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S.volume = vol
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S.environment = -1
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if(vary)
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if(frequency)
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S.frequency = frequency
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else
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S.frequency = get_rand_frequency()
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if(isturf(turf_source))
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// 3D sounds, the technology is here!
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var/turf/T = get_turf(src)
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//sound volume falloff with distance
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var/distance = get_dist(T, turf_source)
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S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
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//sound volume falloff with pressure
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var/pressure_factor = 1.0
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var/datum/gas_mixture/hearer_env = T.return_air()
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var/datum/gas_mixture/source_env = turf_source.return_air()
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if(hearer_env && source_env)
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var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
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if(pressure < ONE_ATMOSPHERE)
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pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
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else //in space
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pressure_factor = 0
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if(distance <= 1)
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pressure_factor = max(pressure_factor, 0.15) //hearing through contact
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S.volume *= pressure_factor
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if(S.volume <= 0)
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return //no volume means no sound
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = dx
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = dz
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// The y value is for above your head, but there is no ceiling in 2d spessmens.
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S.y = 1
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S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
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if(!is_global)
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S.environment = 2
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src << S
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/client/proc/playtitlemusic()
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if(!ticker || !ticker.login_music || config.disable_lobby_music) return
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if(prefs.sound & SOUND_LOBBY)
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src << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS
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/proc/get_rand_frequency()
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return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs.
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/proc/get_sfx(soundin)
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if(istext(soundin))
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switch(soundin)
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if("shatter")
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soundin = pick(shatter_sound)
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if("explosion")
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soundin = pick(explosion_sound)
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if("sparks")
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soundin = pick(spark_sound)
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if("rustle")
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soundin = pick(rustle_sound)
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if("bodyfall")
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soundin = pick(bodyfall_sound)
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if("punch")
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soundin = pick(punch_sound)
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if("clownstep")
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soundin = pick(clown_sound)
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if("jackboot")
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soundin = pick(jackboot_sound)
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if("swing_hit")
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soundin = pick(swing_hit_sound)
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if("hiss")
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soundin = pick(hiss_sound)
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if("pageturn")
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soundin = pick(page_sound)
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if("gunshot")
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soundin = pick(gun_sound)
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if("computer_ambience")
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soundin = pick(computer_ambience)
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if("ricochet")
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soundin = pick(ricochet)
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return soundin
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