makes SOUND_MUTE actually FUCKING WORK when deaf. thanks azarak for helping with debugging!
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@@ -120,10 +120,6 @@ SUBSYSTEM_DEF(jukeboxes)
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var/mixes = ((targetfalloff*250)-750)
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var/inrange
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//Workaround for a BYOND bug. (SOUND_MUTE | SOUND_UPDATE) no longer works. at all. it doesn't mute the sound, and it doesn't allow the sound to update. We have no idea when this broke.
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//"What happens if you just set the volume to 0?" this never worked. When a sound's sent with a volume of 0, dreamseeker simply does nothing.
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//So instead, we're gonna mute the dry and wet channels while still keeping the sound exactly the same. TECHNICALLY this works. Buuuut technically the sound's still audible.
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for(var/mob/M in GLOB.player_list)
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if(!M.client)
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continue
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@@ -140,7 +136,7 @@ SUBSYSTEM_DEF(jukeboxes)
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song_played.status = SOUND_UPDATE
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else
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song_played.status = SOUND_MUTE | SOUND_UPDATE
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song_played.falloff = (inrange ? targetfalloff : targetfalloff * targetfalloff) //The wet channel uses a sqrt falloff by default. Exponentially increasing the falloff when muffled makes
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song_played.falloff = (inrange ? targetfalloff : targetfalloff * targetfalloff) //The wet channel uses a sqrt falloff by default. Exponentially increasing the falloff when muffled cancels out that sqrt falloff
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M.playsound_local(currentturf, null, (targetfalloff ? min((targetfalloff * 50), 100) : 1), channel = jukeinfo[JUKE_CHANNEL], S = song_played, envwet = ((inrange) ? mixes : max(mixes, 0)), envdry = (inrange ? max(mixes, 0) : -10000))
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CHECK_TICK
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return
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+4
-1
@@ -111,12 +111,15 @@ distance_multiplier - Can be used to multiply the distance at which the sound is
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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,
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falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, distance_multiplier = SOUND_DEFAULT_DISTANCE_MULTIPLIER, envwet = -10000, envdry = 0)
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if(!client || !can_hear())
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if(!client)
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return
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if(!S)
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S = sound(get_sfx(soundin))
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if(!can_hear() && !(S.status & SOUND_UPDATE)) //This is primarily to make sure sound updates still go through when a spaceman's deaf
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return
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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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