Adds Door Volume Channel (#7592)

Adds Door Channel Volume preference for doors, that applies to open/close/bolts sounds.

This should prevent complaints of "Doors are too loud" - adjust the volume channel to your personal preference.
This commit is contained in:
Rykka Stormheart
2020-08-29 03:10:42 -04:00
committed by GitHub
parent 73e7c4632e
commit e2cff9b3fa
2 changed files with 12 additions and 8 deletions

View File

@@ -73,7 +73,7 @@
if(do_after(user,5 SECONDS,src))
visible_message("<span class='danger'>\The [user] forces \the [src] open, sparks flying from its electronics!</span>")
src.do_animate("spark")
playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1)
playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS)
src.locked = 0
src.welded = 0
update_icon()
@@ -82,7 +82,7 @@
else if(src.density)
visible_message("<span class='alium'>\The [user] begins forcing \the [src] open!</span>")
if(do_after(user, 5 SECONDS,src))
playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1)
playsound(src, 'sound/machines/airlock_creaking.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS)
visible_message("<span class='danger'>\The [user] forces \the [src] open!</span>")
open(1)
else
@@ -1084,9 +1084,9 @@ About the new airlock wires panel:
//if the door is unpowered then it doesn't make sense to hear the woosh of a pneumatic actuator
if(arePowerSystemsOn())
playsound(src, open_sound_powered, 50, 1)
playsound(src, open_sound_powered, 50, 1, volume_channel = VOLUME_CHANNEL_DOORS)
else
playsound(src, open_sound_unpowered, 75, 1)
playsound(src, open_sound_unpowered, 75, 1, volume_channel = VOLUME_CHANNEL_DOORS)
if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
src.closeOther.close()
@@ -1182,9 +1182,9 @@ About the new airlock wires panel:
use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
has_beeped = 0
if(arePowerSystemsOn())
playsound(src, close_sound_powered, 50, 1)
playsound(src, close_sound_powered, 50, 1, volume_channel = VOLUME_CHANNEL_DOORS)
else
playsound(src, open_sound_unpowered, 75, 1)
playsound(src, open_sound_unpowered, 75, 1, volume_channel = VOLUME_CHANNEL_DOORS)
for(var/turf/turf in locs)
var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf)
if(killthis)
@@ -1199,7 +1199,7 @@ About the new airlock wires panel:
if (operating && !forced) return 0
src.locked = 1
playsound(src, bolt_down_sound, 30, 0, 3)
playsound(src, bolt_down_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS)
for(var/mob/M in range(1,src))
M.show_message("You hear a click from the bottom of the door.", 2)
update_icon()
@@ -1213,7 +1213,7 @@ About the new airlock wires panel:
if(operating || !src.arePowerSystemsOn() || isWireCut(AIRLOCK_WIRE_DOOR_BOLTS)) return
src.locked = 0
playsound(src, bolt_up_sound, 30, 0, 3)
playsound(src, bolt_up_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS)
for(var/mob/M in range(1,src))
M.show_message("You hear a click from the bottom of the door.", 2)
update_icon()