mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-18 02:25:06 +01:00
3d Sound from /tg/
This commit is contained in:
@@ -26,9 +26,37 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
|
||||
epicenter = get_turf(epicenter)
|
||||
if(!epicenter) return
|
||||
|
||||
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
|
||||
//playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
|
||||
//playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )
|
||||
|
||||
playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
|
||||
playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )
|
||||
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
|
||||
|
||||
// Stereo users will also hear the direction of the explosion!
|
||||
|
||||
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
|
||||
|
||||
// 3/7/14 will calculate to 80 + 35
|
||||
var/far_dist = 0
|
||||
far_dist += heavy_impact_range * 5
|
||||
far_dist += devastation_range * 20
|
||||
var/frequency = get_rand_frequency()
|
||||
for(var/mob/M in player_list)
|
||||
// Double check for client
|
||||
if(M && M.client)
|
||||
var/turf/M_turf = get_turf(M)
|
||||
if(M_turf && M_turf.z == epicenter.z)
|
||||
var/dist = get_dist(M_turf, epicenter)
|
||||
// If inside the blast radius + world.view - 2
|
||||
if(dist <= round(max_range + world.view - 2, 1))
|
||||
M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
|
||||
|
||||
//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
|
||||
|
||||
else if(dist <= far_dist)
|
||||
var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
|
||||
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
|
||||
M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
|
||||
|
||||
var/close = range(world.view+round(devastation_range,1), epicenter)
|
||||
// to all distanced mobs play a different sound
|
||||
@@ -55,7 +83,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
|
||||
var/y0 = epicenter.y
|
||||
var/z0 = epicenter.z
|
||||
|
||||
for(var/turf/T in range(epicenter, max(devastation_range, heavy_impact_range, light_impact_range)))
|
||||
for(var/turf/T in range(epicenter, max_range))
|
||||
var/dist = cheap_pythag(T.x - x0,T.y - y0)
|
||||
|
||||
if(dist < devastation_range) dist = 1
|
||||
|
||||
@@ -204,7 +204,11 @@
|
||||
if("Cn9") soundfile = 'sound/piano/Cn9.ogg'
|
||||
else return
|
||||
|
||||
hearers(15, src) << sound(soundfile)
|
||||
//hearers(15, src) << sound(soundfile)
|
||||
var/turf/source = get_turf(src)
|
||||
for(var/mob/M in hearers(15, source))
|
||||
M.playsound_local(source, file(soundfile), 100, falloff = 5)
|
||||
|
||||
|
||||
/obj/structure/device/piano/proc/playsong()
|
||||
do
|
||||
|
||||
+67
-73
@@ -1,79 +1,41 @@
|
||||
/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num)
|
||||
//Frequency stuff only works with 45kbps oggs.
|
||||
var/list/shatter_sound = list('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg')
|
||||
var/list/explosion_sound = list('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg')
|
||||
var/list/spark_sound = list('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
|
||||
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')
|
||||
var/list/punch_sound = list('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
|
||||
var/list/clown_sound = list('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
|
||||
var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
|
||||
var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
|
||||
var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
|
||||
//var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
|
||||
|
||||
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 ("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 ("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')
|
||||
/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff)
|
||||
|
||||
var/sound/S = sound(soundin)
|
||||
S.wait = 0 //No queue
|
||||
S.channel = 0 //Any channel
|
||||
S.volume = vol
|
||||
soundin = get_sfx(soundin) // same sound for everyone
|
||||
|
||||
if (vary)
|
||||
S.frequency = rand(32000, 55000)
|
||||
if(isarea(source))
|
||||
error("[source] is an area and is trying to make the sound: [soundin]")
|
||||
return
|
||||
|
||||
for (var/A in range(world.view+extrarange, source)) // Plays for people in range.
|
||||
var/frequency = get_rand_frequency() // Same frequency for everybody
|
||||
var/turf/turf_source = get_turf(source)
|
||||
|
||||
if(ismob(A))
|
||||
var/mob/M = A
|
||||
var/mob/M2 = locate(/mob/, M)
|
||||
if (M2 && M2.client)
|
||||
if(M2.ear_deaf <= 0 || !M.ear_deaf)
|
||||
if(isturf(source))
|
||||
var/dx = source.x - M2.x
|
||||
S.pan = max(-100, min(100, dx/8.0 * 100))
|
||||
// Looping through the player list has the added bonus of working for mobs inside containers
|
||||
for (var/P in player_list)
|
||||
var/mob/M = P
|
||||
if(!M || !M.client)
|
||||
continue
|
||||
if(get_dist(M, turf_source) <= world.view + extrarange)
|
||||
var/turf/T = get_turf(M)
|
||||
if(T && T.z == turf_source.z)
|
||||
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff)
|
||||
|
||||
M2 << S
|
||||
var/const/FALLOFF_SOUNDS = 1
|
||||
var/const/SURROUND_CAP = 7
|
||||
|
||||
if (M.client)
|
||||
if(M.ear_deaf <= 0 || !M.ear_deaf)
|
||||
if(isturf(source))
|
||||
var/dx = source.x - M.x
|
||||
S.pan = max(-100, min(100, dx/8.0 * 100))
|
||||
|
||||
M << S
|
||||
|
||||
if(istype(A, /obj/structure/closet))
|
||||
var/obj/O = A
|
||||
for(var/mob/M in O)
|
||||
if (M.client)
|
||||
if(M.ear_deaf <= 0 || !M.ear_deaf)
|
||||
if(isturf(source))
|
||||
var/dx = source.x - M.x
|
||||
S.pan = max(-100, min(100, dx/8.0 * 100))
|
||||
|
||||
M << S
|
||||
|
||||
for(var/obj/mecha/mech in range(world.view+extrarange, source))
|
||||
var/mob/M = mech.occupant
|
||||
if (M && M.client)
|
||||
if(M.ear_deaf <= 0 || !M.ear_deaf)
|
||||
if(isturf(source))
|
||||
var/dx = source.x - M.x
|
||||
S.pan = max(-100, min(100, dx/8.0 * 100))
|
||||
|
||||
M << S
|
||||
// Now plays for people in lockers! -- Polymorph
|
||||
|
||||
/mob/proc/playsound_local(var/atom/source, soundin, vol as num, vary, extrarange as num)
|
||||
/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff)
|
||||
if(!src.client || ear_deaf > 0) return
|
||||
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 ("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 ("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')
|
||||
soundin = get_sfx(soundin)
|
||||
|
||||
var/sound/S = sound(soundin)
|
||||
S.wait = 0 //No queue
|
||||
@@ -81,14 +43,46 @@
|
||||
S.volume = vol
|
||||
|
||||
if (vary)
|
||||
S.frequency = rand(32000, 55000)
|
||||
if(isturf(source))
|
||||
var/dx = source.x - src.x
|
||||
S.pan = max(-100, min(100, dx/8.0 * 100))
|
||||
if(frequency)
|
||||
S.frequency = frequency
|
||||
else
|
||||
S.frequency = get_rand_frequency()
|
||||
|
||||
if(isturf(turf_source))
|
||||
// 3D sounds, the technology is here!
|
||||
var/turf/T = get_turf(src)
|
||||
var/dx = turf_source.x - T.x // Hearing from the right/left
|
||||
|
||||
S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
|
||||
|
||||
var/dz = turf_source.y - T.y // Hearing from infront/behind
|
||||
S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
|
||||
|
||||
// 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)
|
||||
|
||||
src << S
|
||||
|
||||
/client/proc/playtitlemusic()
|
||||
if(!ticker || !ticker.login_music) return
|
||||
if(prefs.toggles & SOUND_LOBBY)
|
||||
src << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS
|
||||
src << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1) // 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(shatter_sound)
|
||||
if ("explosion") soundin = pick(explosion_sound)
|
||||
if ("sparks") soundin = pick(spark_sound)
|
||||
if ("rustle") soundin = pick(rustle_sound)
|
||||
if ("punch") soundin = pick(punch_sound)
|
||||
if ("clownstep") soundin = pick(clown_sound)
|
||||
if ("swing_hit") soundin = pick(swing_hit_sound)
|
||||
if ("hiss") soundin = pick(hiss_sound)
|
||||
if ("pageturn") soundin = pick(page_sound)
|
||||
//if ("gunshot") soundin = pick(gun_sound)
|
||||
return soundin
|
||||
Reference in New Issue
Block a user