Improves several Sound Loops' Performance
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@@ -96,7 +96,9 @@ GLOBAL_LIST_EMPTY(explosions)
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if(!silent)
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var/frequency = get_rand_frequency()
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var/ex_sound = get_sfx("explosion")
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var/sound/explosion_sound = sound(get_sfx("explosion"))
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var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
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for(var/mob/M in GLOB.player_list)
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// Double check for client
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var/turf/M_turf = get_turf(M)
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@@ -104,12 +106,12 @@ GLOBAL_LIST_EMPTY(explosions)
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var/dist = get_dist(M_turf, epicenter)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, ex_sound, 100, 1, frequency, falloff = 5)
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M.playsound_local(epicenter, null, 100, 1, frequency, falloff = 5, S = explosion_sound)
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
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M.playsound_local(epicenter, null, far_volume, 1, frequency, falloff = 5, S = far_explosion_sound)
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EX_PREPROCESS_CHECK_TICK
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//postpone processing for a bit
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