Adds 3D Sound System

This commit is contained in:
CitadelStationBot
2017-07-28 09:02:21 -05:00
parent 3f8acbc2c4
commit 3db9c9ddb7
7 changed files with 94 additions and 38 deletions
-4
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@@ -167,10 +167,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
//SOUND:
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 1
#define SURROUND_CAP 7
//FONTS:
// Used by Paper and PhotoCopier (and PaperBin once a year).
+51
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@@ -0,0 +1,51 @@
diff a/code/__DEFINES/sound.dm b/code/__DEFINES/sound.dm (rejected hunks)
@@ -5,42 +5,15 @@
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUSTICAR_ARK 1020
#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
+#define CHANNEL_AMBIENCE 1018
+#define CHANNEL_BUZZ 1017
+#define CHANNEL_BICYCLE 1016
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
-#define CHANNEL_HIGHEST_AVAILABLE 1018
+#define CHANNEL_HIGHEST_AVAILABLE 1015
#define SOUND_MINIMUM_PRESSURE 10
-#define FALLOFF_SOUNDS 0.5
-
-//BYOND Sound Environment defines
-
-#define SOUND_ENV_DEFAULT -1
-#define SOUND_ENV_GENERIC 0
-#define SOUND_ENV_PADDED_CELL 1
-#define SOUND_ENV_ROOM 2
-#define SOUND_ENV_BATHROOM 3
-#define SOUND_ENV_LIVINGROOM 4
-#define SOUND_ENV_STONEROOM 5
-#define SOUND_ENV_AUDITORIUM 6
-#define SOUND_ENV_CONCERT_HALL 7
-#define SOUND_ENV_CAVE 8
-#define SOUND_ENV_ARENA 9
-#define SOUND_ENV_HANGAR 10
-#define SOUND_ENV_CARPETTED_HALLWAY 11
-#define SOUND_ENV_HALLWAY 12
-#define SOUND_ENV_STONE_CORRIDOOR 13
-#define SOUND_ENV_ALLEY 14
-#define SOUND_ENV_FOREST 15
-#define SOUND_ENV_CITY 16
-#define SOUND_ENV_MOUNTAINS 17
-#define SOUND_ENV_QUARRY 18
-#define SOUND_ENV_PLAIN 19
-#define SOUND_ENV_PARKING_LOT 20
-#define SOUND_ENV_SEWER_PIPE 21
-#define SOUND_ENV_UNDERWATER 22
-#define SOUND_ENV_DRUGGED 23
-#define SOUND_ENV_DIZZY 24
-#define SOUND_ENV_PSYCHOTIC 25
\ No newline at end of file
+#define FALLOFF_SOUNDS 0.5
\ No newline at end of file
+2 -2
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@@ -432,7 +432,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
// 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
if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
L.client.ambience_playing = 1
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = 2)
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ)
if(!(L.client && (L.client.prefs.toggles & SOUND_AMBIENCE)))
return //General ambience check is below the ship ambience so one can play without the other
@@ -441,7 +441,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
var/sound = pick(ambientsounds)
if(!L.client.played)
L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1)
L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE)
L.client.played = 1
sleep(600) //ewww - this is very very bad
if(L.&& L.client)
+27 -27
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@@ -1,40 +1,40 @@
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1, frequency = null, channel = 0, pressure_affected = TRUE)
soundin = get_sfx(soundin) // same sound for everyone
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff, frequency = null, channel = 0, pressure_affected = TRUE)
if(isarea(source))
throw EXCEPTION("playsound(): source is an area")
return
if(isnull(frequency))
frequency = get_rand_frequency() // Same frequency for everybody
var/turf/turf_source = get_turf(source)
//allocate a channel if necessary now so its the same for everyone
channel = channel || open_sound_channel()
// Looping through the player list has the added bonus of working for mobs inside containers
for (var/P in GLOB.player_list)
var/sound/S = sound(get_sfx(soundin))
var/maxdistance = (world.view + extrarange) * 3
for(var/P in GLOB.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, surround, channel, pressure_affected)
var/distance = get_dist(M, turf_source)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1, channel = 0, pressure_affected = TRUE)
if(distance <= maxdistance)
var/turf/T = get_turf(M)
if(T && T.z == turf_source.z)
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, channel, pressure_affected, S)
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff, channel = 0, pressure_affected = TRUE, sound/S)
if(!client || !can_hear())
return
soundin = get_sfx(soundin)
if(!S)
S = sound(get_sfx(soundin))
var/sound/S = sound(soundin)
S.wait = 0 //No queue
S.channel = channel || open_sound_channel()
S.volume = vol
if (vary)
if(vary)
if(frequency)
S.frequency = frequency
else
@@ -43,6 +43,11 @@
if(isturf(turf_source))
var/turf/T = get_turf(src)
//sound volume falloff with distance
var/distance = get_dist(T, turf_source)
S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
if(pressure_affected)
//Atmosphere affects sound
var/pressure_factor = 1
@@ -56,27 +61,22 @@
else //space
pressure_factor = 0
var/distance = get_dist(T, turf_source)
if(distance <= 1)
pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound
S.volume *= pressure_factor
//End Atmosphere affecting sound
if(S.volume <= 0)
return //No sound
// 3D sounds, the technology is here!
if (surround)
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)
if(S.volume <= 0)
return //No sound
var/dx = turf_source.x - T.x // Hearing from the right/left
S.x = dx
var/dz = turf_source.y - T.y // Hearing from infront/behind
S.z = dz
// The y value is for above your head, but there is no ceiling in 2d spessmens.
S.y = 1
S.falloff = falloff || FALLOFF_SOUNDS
S.falloff = (falloff ? falloff : FALLOFF_SOUNDS)
src << S
+9
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@@ -0,0 +1,9 @@
diff a/code/game/sound.dm b/code/game/sound.dm (rejected hunks)
@@ -154,6 +151,6 @@
soundin = pick('sound/effects/can_open1.ogg', 'sound/effects/can_open2.ogg', 'sound/effects/can_open3.ogg')
return soundin
-/proc/playsound_global(file, repeat=0, wait, channel, volume)
+/proc/playsound_global(file, repeat = 0, wait, channel, volume)
for(var/V in GLOB.clients)
V << sound(file, repeat, wait, channel, volume)
+3 -3
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@@ -174,8 +174,8 @@ TOGGLE_CHECKBOX(/datum/verbs/menu/Settings/Sound, Toggle_Soundscape)()
to_chat(usr, "You will now hear ambient sounds.")
else
to_chat(usr, "You will no longer hear ambient sounds.")
usr << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
usr << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
usr.stop_sound_channel(CHANNEL_AMBIENCE)
usr.stop_sound_channel(CHANNEL_BUZZ)
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!
/datum/verbs/menu/Settings/Sound/Toggle_Soundscape/Get_checked(client/C)
return C.prefs.toggles & SOUND_AMBIENCE
@@ -191,7 +191,7 @@ TOGGLE_CHECKBOX(/datum/verbs/menu/Settings/Sound, toggle_ship_ambience)()
to_chat(usr, "You will now hear ship ambience.")
else
to_chat(usr, "You will no longer hear ship ambience.")
usr << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
usr.stop_sound_channel(CHANNEL_BUZZ)
usr.client.ambience_playing = 0
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 :^)
/datum/verbs/menu/Settings/Sound/toggle_ship_ambience/Get_checked(client/C)
+2 -2
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@@ -13,12 +13,12 @@
/obj/vehicle/bicycle/buckle_mob(mob/living/M, force = 0, check_loc = 1)
if(prob(easter_egg_chance) || (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
M << sound(pick(bike_music), repeat = 1, wait = 0, volume = 80, channel = 42)
M << sound(pick(bike_music), repeat = 1, wait = 0, volume = 80, channel = CHANNEL_BICYCLE)
. = ..()
/obj/vehicle/bicycle/unbuckle_mob(mob/living/buckled_mob,force = 0)
if(buckled_mob)
buckled_mob << sound(null, repeat = 0, wait = 0, volume = 80, channel = 42)
buckled_mob.stop_sound_channel(CHANNEL_BICYCLE)
. =..()
/obj/vehicle/bicycle/tesla_act() // :::^^^)))