Adds 3D Sound System
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@@ -167,10 +167,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
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#define GAME_STATE_SETTING_UP 2
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#define GAME_STATE_PLAYING 3
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#define GAME_STATE_FINISHED 4
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//SOUND:
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#define SOUND_MINIMUM_PRESSURE 10
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#define FALLOFF_SOUNDS 1
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#define SURROUND_CAP 7
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//FONTS:
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// Used by Paper and PhotoCopier (and PaperBin once a year).
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@@ -0,0 +1,51 @@
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diff a/code/__DEFINES/sound.dm b/code/__DEFINES/sound.dm (rejected hunks)
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@@ -5,42 +5,15 @@
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#define CHANNEL_JUKEBOX 1021
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#define CHANNEL_JUSTICAR_ARK 1020
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#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
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+#define CHANNEL_AMBIENCE 1018
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+#define CHANNEL_BUZZ 1017
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+#define CHANNEL_BICYCLE 1016
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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
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//KEEP IT UPDATED
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-#define CHANNEL_HIGHEST_AVAILABLE 1018
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+#define CHANNEL_HIGHEST_AVAILABLE 1015
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#define SOUND_MINIMUM_PRESSURE 10
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-#define FALLOFF_SOUNDS 0.5
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-
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-//BYOND Sound Environment defines
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-
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-#define SOUND_ENV_DEFAULT -1
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-#define SOUND_ENV_GENERIC 0
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-#define SOUND_ENV_PADDED_CELL 1
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-#define SOUND_ENV_ROOM 2
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-#define SOUND_ENV_BATHROOM 3
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-#define SOUND_ENV_LIVINGROOM 4
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-#define SOUND_ENV_STONEROOM 5
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-#define SOUND_ENV_AUDITORIUM 6
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-#define SOUND_ENV_CONCERT_HALL 7
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-#define SOUND_ENV_CAVE 8
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-#define SOUND_ENV_ARENA 9
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-#define SOUND_ENV_HANGAR 10
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-#define SOUND_ENV_CARPETTED_HALLWAY 11
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-#define SOUND_ENV_HALLWAY 12
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-#define SOUND_ENV_STONE_CORRIDOOR 13
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-#define SOUND_ENV_ALLEY 14
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-#define SOUND_ENV_FOREST 15
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-#define SOUND_ENV_CITY 16
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-#define SOUND_ENV_MOUNTAINS 17
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-#define SOUND_ENV_QUARRY 18
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-#define SOUND_ENV_PLAIN 19
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-#define SOUND_ENV_PARKING_LOT 20
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-#define SOUND_ENV_SEWER_PIPE 21
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-#define SOUND_ENV_UNDERWATER 22
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-#define SOUND_ENV_DRUGGED 23
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-#define SOUND_ENV_DIZZY 24
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-#define SOUND_ENV_PSYCHOTIC 25
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\ No newline at end of file
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+#define FALLOFF_SOUNDS 0.5
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\ No newline at end of file
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@@ -432,7 +432,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
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// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
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if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
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L.client.ambience_playing = 1
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L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = 2)
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L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ)
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if(!(L.client && (L.client.prefs.toggles & SOUND_AMBIENCE)))
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return //General ambience check is below the ship ambience so one can play without the other
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@@ -441,7 +441,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
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var/sound = pick(ambientsounds)
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if(!L.client.played)
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L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1)
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L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE)
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L.client.played = 1
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sleep(600) //ewww - this is very very bad
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if(L.&& L.client)
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+27
-27
@@ -1,40 +1,40 @@
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1, frequency = null, channel = 0, pressure_affected = TRUE)
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soundin = get_sfx(soundin) // same sound for everyone
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE)
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if(isarea(source))
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throw EXCEPTION("playsound(): source is an area")
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return
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if(isnull(frequency))
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frequency = get_rand_frequency() // Same frequency for everybody
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var/turf/turf_source = get_turf(source)
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//allocate a channel if necessary now so its the same for everyone
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channel = channel || open_sound_channel()
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// Looping through the player list has the added bonus of working for mobs inside containers
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for (var/P in GLOB.player_list)
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var/sound/S = sound(get_sfx(soundin))
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var/maxdistance = (world.view + extrarange) * 3
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for(var/P in GLOB.player_list)
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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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if(get_dist(M, turf_source) <= world.view + extrarange)
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var/turf/T = get_turf(M)
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if(T && T.z == turf_source.z)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, surround, channel, pressure_affected)
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var/distance = get_dist(M, turf_source)
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1, channel = 0, pressure_affected = TRUE)
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if(distance <= maxdistance)
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var/turf/T = get_turf(M)
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if(T && T.z == turf_source.z)
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M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
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/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S)
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if(!client || !can_hear())
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return
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soundin = get_sfx(soundin)
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if(!S)
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S = sound(get_sfx(soundin))
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var/sound/S = sound(soundin)
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S.wait = 0 //No queue
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S.channel = channel || open_sound_channel()
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S.volume = vol
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if (vary)
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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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@@ -43,6 +43,11 @@
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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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S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
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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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@@ -56,27 +61,22 @@
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else //space
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pressure_factor = 0
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var/distance = get_dist(T, turf_source)
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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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// 3D sounds, the technology is here!
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if (surround)
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var/dx = turf_source.x - T.x // Hearing from the right/left
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S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
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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
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var/dz = turf_source.y - T.y // Hearing from infront/behind
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S.z = dz
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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 = falloff || FALLOFF_SOUNDS
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S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
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src << S
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@@ -0,0 +1,9 @@
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diff a/code/game/sound.dm b/code/game/sound.dm (rejected hunks)
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@@ -154,6 +151,6 @@
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soundin = pick('sound/effects/can_open1.ogg', 'sound/effects/can_open2.ogg', 'sound/effects/can_open3.ogg')
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return soundin
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-/proc/playsound_global(file, repeat=0, wait, channel, volume)
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+/proc/playsound_global(file, repeat = 0, wait, channel, volume)
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for(var/V in GLOB.clients)
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V << sound(file, repeat, wait, channel, volume)
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@@ -174,8 +174,8 @@ TOGGLE_CHECKBOX(/datum/verbs/menu/Settings/Sound, Toggle_Soundscape)()
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to_chat(usr, "You will now hear ambient sounds.")
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else
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to_chat(usr, "You will no longer hear ambient sounds.")
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usr << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
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usr << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
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usr.stop_sound_channel(CHANNEL_AMBIENCE)
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usr.stop_sound_channel(CHANNEL_BUZZ)
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SSblackbox.add_details("preferences_verb","Toggle Ambience|[usr.client.prefs.toggles & SOUND_AMBIENCE]") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/datum/verbs/menu/Settings/Sound/Toggle_Soundscape/Get_checked(client/C)
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return C.prefs.toggles & SOUND_AMBIENCE
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@@ -191,7 +191,7 @@ TOGGLE_CHECKBOX(/datum/verbs/menu/Settings/Sound, toggle_ship_ambience)()
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to_chat(usr, "You will now hear ship ambience.")
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else
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to_chat(usr, "You will no longer hear ship ambience.")
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usr << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
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usr.stop_sound_channel(CHANNEL_BUZZ)
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usr.client.ambience_playing = 0
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SSblackbox.add_details("preferences_verb", "Toggle Ship Ambience|[usr.client.prefs.toggles & SOUND_SHIP_AMBIENCE]") //If you are copy-pasting this, I bet you read this comment expecting to see the same thing :^)
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/datum/verbs/menu/Settings/Sound/toggle_ship_ambience/Get_checked(client/C)
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@@ -13,12 +13,12 @@
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/obj/vehicle/bicycle/buckle_mob(mob/living/M, force = 0, check_loc = 1)
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if(prob(easter_egg_chance) || (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
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M << sound(pick(bike_music), repeat = 1, wait = 0, volume = 80, channel = 42)
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M << sound(pick(bike_music), repeat = 1, wait = 0, volume = 80, channel = CHANNEL_BICYCLE)
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. = ..()
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/obj/vehicle/bicycle/unbuckle_mob(mob/living/buckled_mob,force = 0)
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if(buckled_mob)
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buckled_mob << sound(null, repeat = 0, wait = 0, volume = 80, channel = 42)
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buckled_mob.stop_sound_channel(CHANNEL_BICYCLE)
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. =..()
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/obj/vehicle/bicycle/tesla_act() // :::^^^)))
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