Immursive Audio 2

This commit is contained in:
Letter N
2020-12-24 11:06:49 +08:00
parent 35edf3589b
commit 56fb81d02c
29 changed files with 388 additions and 210 deletions
+30 -15
View File
@@ -19,7 +19,14 @@
/// chance we'll be stopped from squeaking by cooldown when something crossing us squeaks
var/cross_squeak_delay_chance = 33 // about 3 things can squeak at a time
/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override)
///extra-range for this component's sound
var/sound_extra_range = -1
///when sounds start falling off for the squeak
var/sound_falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE
///sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough.
var/sound_falloff_exponent = 10
/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override, extrarange, falloff_exponent, fallof_distance)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
@@ -45,6 +52,12 @@
step_delay = step_delay_override
if(isnum(use_delay_override))
use_delay = use_delay_override
if(isnum(extrarange))
sound_extra_range = extrarange
if(isnum(falloff_exponent))
sound_falloff_exponent = falloff_exponent
if(isnum(fallof_distance))
sound_falloff_distance = fallof_distance
/datum/component/squeak/UnregisterFromParent()
if(!isatom(parent))
@@ -62,42 +75,42 @@
return ..()
/datum/component/squeak/proc/play_squeak()
do_play_squeak()
SIGNAL_HANDLER
/datum/component/squeak/proc/do_play_squeak(bypass_cooldown = FALSE)
if(!bypass_cooldown && ((last_squeak + squeak_delay) >= world.time))
return FALSE
if(prob(squeak_chance))
if(!override_squeak_sounds)
playsound(parent, pickweight(default_squeak_sounds), volume, 1, -1)
playsound(parent, pickweight(default_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
else
playsound(parent, pickweight(override_squeak_sounds), volume, 1, -1)
last_squeak = world.time
playsound(parent, pickweight(override_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
return TRUE
return FALSE
/datum/component/squeak/proc/step_squeak()
SIGNAL_HANDLER
if(steps > step_delay)
do_play_squeak(TRUE)
play_squeak()
steps = 0
else
steps++
/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(isitem(AM))
var/obj/item/I = AM
if(I.item_flags & ABSTRACT)
return
else if(istype(AM, /obj/item/projectile))
var/obj/item/projectile/P = AM
if(P.original != parent)
return
if(AM.movement_type & (FLYING|FLOATING) || !AM.has_gravity())
return
var/atom/current_parent = parent
if(isturf(current_parent.loc))
if(do_play_squeak())
if(play_squeak())
SEND_SIGNAL(AM, COMSIG_CROSS_SQUEAKED)
/datum/component/squeak/proc/use_squeak()
SIGNAL_HANDLER
if(last_use + use_delay < world.time)
last_use = world.time
play_squeak()
@@ -118,6 +131,8 @@
RegisterSignal(holder, COMSIG_ATOM_DIR_CHANGE, .proc/holder_dir_change)
/datum/component/squeak/proc/holder_dir_change(datum/source, old_dir, new_dir)
SIGNAL_HANDLER
//If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall
if(old_dir != new_dir)
play_squeak()