mirror of
https://github.com/ParadiseSS13/Paradise.git
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238 lines
13 KiB
Plaintext
238 lines
13 KiB
Plaintext
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///Default override for echo
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/sound
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echo = list(
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0, // Direct
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0, // DirectHF
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-10000, // Room, -10000 means no low frequency sound reverb
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-10000, // RoomHF, -10000 means no high frequency sound reverb
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0, // Obstruction
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0, // ObstructionLFRatio
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0, // Occlusion
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0.25, // OcclusionLFRatio
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1.5, // OcclusionRoomRatio
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1.0, // OcclusionDirectRatio
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0, // Exclusion
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1.0, // ExclusionLFRatio
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0, // OutsideVolumeHF
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0, // DopplerFactor
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0, // RolloffFactor
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0, // RoomRolloffFactor
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1.0, // AirAbsorptionFactor
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0, // Flags (1 = Auto Direct, 2 = Auto Room, 4 = Auto RoomHF)
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)
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environment = SOUND_ENVIRONMENT_NONE //Default to none so sounds without overrides dont get reverb
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/*! playsound
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playsound is a proc used to play a 3D sound in a specific range. This uses SOUND_RANGE + extra_range to determine that.
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source - Origin of sound
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soundin - Either a file, or a string that can be used to get an SFX
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vol - The volume of the sound, excluding falloff and pressure affection.
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vary - bool that determines if the sound changes pitch every time it plays
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extrarange - modifier for sound range. This gets added on top of SOUND_RANGE
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falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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frequency - playback speed of audio
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channel - The channel the sound is played at
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pressure_affected - Whether or not difference in pressure affects the sound (E.g. if you can hear in space)
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ignore_walls - Whether or not the sound can pass through walls.
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falloff_distance - Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
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*/
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff_exponent = SOUND_FALLOFF_EXPONENT, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, use_reverb = TRUE)
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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/turf/turf_source = get_turf(source)
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if(!turf_source)
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return
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if(!SSsounds.channel_list) // Not ready yet
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return
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//allocate a channel if necessary now so its the same for everyone
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channel = channel || SSsounds.random_available_channel()
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// Looping through the player list has the added bonus of working for mobs inside containers
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var/sound/S = sound(get_sfx(soundin))
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var/maxdistance = SOUND_RANGE + extrarange
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var/list/listeners = GLOB.player_list
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if(!ignore_walls) //these sounds don't carry through walls
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listeners = listeners & hearers(maxdistance, turf_source)
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for(var/P in listeners)
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var/mob/M = P
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if(!M || !M.client)
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continue
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var/turf/T = get_turf(M) // These checks need to be changed if z-levels are ever further refactored
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if(!T)
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continue
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if(T.z != turf_source.z)
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continue
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var/distance = get_dist(M, turf_source)
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if(distance <= maxdistance)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, 1, use_reverb)
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff_exponent = SOUND_FALLOFF_EXPONENT, channel = 0, pressure_affected = TRUE, sound/S, max_distance, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, distance_multiplier = 1, use_reverb = TRUE)
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if(!client || !can_hear())
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return
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if(!S)
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S = sound(get_sfx(soundin))
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S.wait = 0 //No queue
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S.channel = channel || SSsounds.random_available_channel()
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S.volume = vol
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if(channel)
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S.volume *= client.prefs.get_channel_volume(channel)
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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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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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distance *= distance_multiplier
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if(max_distance) //If theres no max_distance we're not a 3D sound, so no falloff.
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S.volume -= (max(distance - falloff_distance, 0) ** (1 / falloff_exponent)) / ((max(max_distance, distance) - falloff_distance) ** (1 / falloff_exponent)) * S.volume
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//https://www.desmos.com/calculator/sqdfl8ipgf
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if(pressure_affected)
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//Atmosphere affects sound
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var/pressure_factor = 1
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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 //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) //touching the source of the sound
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S.volume *= pressure_factor
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//End Atmosphere affecting sound
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if(S.volume <= 0)
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return //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 * distance_multiplier
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = dz * distance_multiplier
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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 = max_distance || 1 //use max_distance, else just use 1 as we are a direct sound so falloff isnt relevant.
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// Sounds can't have their own environment. A sound's environment will be:
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// 1. the mob's
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// 2. the area's (defaults to SOUND_ENVRIONMENT_NONE)
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if(sound_environment_override != SOUND_ENVIRONMENT_NONE)
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S.environment = sound_environment_override
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else
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var/area/A = get_area(src)
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S.environment = A.sound_environment
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if(use_reverb && S.environment != SOUND_ENVIRONMENT_NONE) //We have reverb, reset our echo setting
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// Check that the user has reverb enabled in their prefs
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if(!(client?.prefs?.toggles2 & PREFTOGGLE_2_REVERB_DISABLE))
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S.echo[3] = 0 //Room setting, 0 means normal reverb
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S.echo[4] = 0 //RoomHF setting, 0 means normal reverb.
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SEND_SOUND(src, S)
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/proc/sound_to_playing_players(soundin, volume = 100, vary = FALSE, frequency = 0, channel = 0, pressure_affected = FALSE, sound/S)
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if(!S)
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S = sound(get_sfx(soundin))
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for(var/m in GLOB.player_list)
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if(ismob(m) && !isnewplayer(m))
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var/mob/M = m
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M.playsound_local(M, null, volume, vary, frequency, null, channel, pressure_affected, S)
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/mob/proc/stop_sound_channel(chan)
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SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = chan))
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/mob/proc/set_sound_channel_volume(channel, volume)
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var/sound/S = sound(null, FALSE, FALSE, channel, volume)
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S.status = SOUND_UPDATE
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SEND_SOUND(src, S)
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/client/proc/playtitlemusic()
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if(!SSticker || !SSticker.login_music || GLOB.configuration.general.disable_lobby_music)
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return
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if(prefs.sound & SOUND_LOBBY)
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SEND_SOUND(src, sound(SSticker.login_music, repeat = 0, wait = 0, volume = 85 * prefs.get_channel_volume(CHANNEL_LOBBYMUSIC), channel = CHANNEL_LOBBYMUSIC)) // 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('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg')
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if("explosion")
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soundin = pick('sound/effects/explosion1.ogg','sound/effects/explosion2.ogg')
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if("explosion_creaking")
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soundin = pick('sound/effects/explosioncreak1.ogg', 'sound/effects/explosioncreak2.ogg')
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if("hull_creaking")
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soundin = pick('sound/effects/creak1.ogg', 'sound/effects/creak2.ogg', 'sound/effects/creak3.ogg')
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if("sparks")
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soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
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if("rustle")
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soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
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if("bodyfall")
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soundin = pick('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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if("punch")
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soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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if("swing_hit")
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soundin = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
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if("hiss")
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soundin = pick('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
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if("pageturn")
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soundin = pick('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
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if("gunshot")
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soundin = pick('sound/weapons/gunshots/gunshot.ogg', 'sound/weapons/gunshots/gunshot2.ogg','sound/weapons/gunshots/gunshot3.ogg','sound/weapons/gunshots/gunshot4.ogg')
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if("casingdrop")
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soundin = pick('sound/weapons/gun_interactions/casingfall1.ogg', 'sound/weapons/gun_interactions/casingfall2.ogg', 'sound/weapons/gun_interactions/casingfall3.ogg')
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if("computer_ambience")
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soundin = pick('sound/goonstation/machines/ambicomp1.ogg', 'sound/goonstation/machines/ambicomp2.ogg', 'sound/goonstation/machines/ambicomp3.ogg')
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if("ricochet")
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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')
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if("terminal_type")
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soundin = pick('sound/machines/terminal_button01.ogg', 'sound/machines/terminal_button02.ogg', 'sound/machines/terminal_button03.ogg',
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'sound/machines/terminal_button04.ogg', 'sound/machines/terminal_button05.ogg', 'sound/machines/terminal_button06.ogg',
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'sound/machines/terminal_button07.ogg', 'sound/machines/terminal_button08.ogg')
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if("growls")
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soundin = pick('sound/goonstation/voice/growl1.ogg', 'sound/goonstation/voice/growl2.ogg', 'sound/goonstation/voice/growl3.ogg')
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if("bonebreak")
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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')
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if("honkbot_e")
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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')
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if("smcalm")
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soundin = pick('sound/machines/sm/accent/normal/1.ogg', 'sound/machines/sm/accent/normal/2.ogg', 'sound/machines/sm/accent/normal/3.ogg', 'sound/machines/sm/accent/normal/4.ogg', 'sound/machines/sm/accent/normal/5.ogg', 'sound/machines/sm/accent/normal/6.ogg', 'sound/machines/sm/accent/normal/7.ogg', 'sound/machines/sm/accent/normal/8.ogg', 'sound/machines/sm/accent/normal/9.ogg', 'sound/machines/sm/accent/normal/10.ogg', 'sound/machines/sm/accent/normal/11.ogg', 'sound/machines/sm/accent/normal/12.ogg', 'sound/machines/sm/accent/normal/13.ogg', 'sound/machines/sm/accent/normal/14.ogg', 'sound/machines/sm/accent/normal/15.ogg', 'sound/machines/sm/accent/normal/16.ogg', 'sound/machines/sm/accent/normal/17.ogg', 'sound/machines/sm/accent/normal/18.ogg', 'sound/machines/sm/accent/normal/19.ogg', 'sound/machines/sm/accent/normal/20.ogg', 'sound/machines/sm/accent/normal/21.ogg', 'sound/machines/sm/accent/normal/22.ogg', 'sound/machines/sm/accent/normal/23.ogg', 'sound/machines/sm/accent/normal/24.ogg', 'sound/machines/sm/accent/normal/25.ogg', 'sound/machines/sm/accent/normal/26.ogg', 'sound/machines/sm/accent/normal/27.ogg', 'sound/machines/sm/accent/normal/28.ogg', 'sound/machines/sm/accent/normal/29.ogg', 'sound/machines/sm/accent/normal/30.ogg', 'sound/machines/sm/accent/normal/31.ogg', 'sound/machines/sm/accent/normal/32.ogg', 'sound/machines/sm/accent/normal/33.ogg')
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if("smdelam")
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soundin = pick('sound/machines/sm/accent/delam/1.ogg', 'sound/machines/sm/accent/normal/2.ogg', 'sound/machines/sm/accent/normal/3.ogg', 'sound/machines/sm/accent/normal/4.ogg', 'sound/machines/sm/accent/normal/5.ogg', 'sound/machines/sm/accent/normal/6.ogg', 'sound/machines/sm/accent/normal/7.ogg', 'sound/machines/sm/accent/normal/8.ogg', 'sound/machines/sm/accent/normal/9.ogg', 'sound/machines/sm/accent/normal/10.ogg', 'sound/machines/sm/accent/normal/11.ogg', 'sound/machines/sm/accent/normal/12.ogg', 'sound/machines/sm/accent/normal/13.ogg', 'sound/machines/sm/accent/normal/14.ogg', 'sound/machines/sm/accent/normal/15.ogg', 'sound/machines/sm/accent/normal/16.ogg', 'sound/machines/sm/accent/normal/17.ogg', 'sound/machines/sm/accent/normal/18.ogg', 'sound/machines/sm/accent/normal/19.ogg', 'sound/machines/sm/accent/normal/20.ogg', 'sound/machines/sm/accent/normal/21.ogg', 'sound/machines/sm/accent/normal/22.ogg', 'sound/machines/sm/accent/normal/23.ogg', 'sound/machines/sm/accent/normal/24.ogg', 'sound/machines/sm/accent/normal/25.ogg', 'sound/machines/sm/accent/normal/26.ogg', 'sound/machines/sm/accent/normal/27.ogg', 'sound/machines/sm/accent/normal/28.ogg', 'sound/machines/sm/accent/normal/29.ogg', 'sound/machines/sm/accent/normal/30.ogg', 'sound/machines/sm/accent/normal/31.ogg', 'sound/machines/sm/accent/normal/32.ogg', 'sound/machines/sm/accent/normal/33.ogg')
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return soundin
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