diff --git a/code/datums/looping_sounds/_looping_sound.dm b/code/datums/looping_sounds/_looping_sound.dm index 11ba15146430..c6fc23c68eba 100644 --- a/code/datums/looping_sounds/_looping_sound.dm +++ b/code/datums/looping_sounds/_looping_sound.dm @@ -37,15 +37,6 @@ /// Has the looping started yet? var/loop_started = FALSE - /** - * Let's you make a "loud" sound that "projects." IE you can hear this sound from a further distance away. - * Think of like an air raid siren. They're loud if you're close yeah... but you can hear them from mad far away, bruv - * with a longer "falloff distance." Fixes the extra_range stuff - */ - var/is_sound_projecting = FALSE - ///only applicable to is_sound_projecting: max range till sound volume starts dropping as distance increases - var/falloff_distance = 50 - /* // as of yet unused varen \\ /// How much the sound will be affected by falloff per tile. @@ -139,18 +130,19 @@ sound_to_play.channel = get_free_channel() sound_to_play.volume = volume_override || volume //Use volume as fallback if theres no override SEND_SOUND(parent, sound_to_play) - return - if (is_sound_projecting) - playsound(parent, sound_to_play, volume, vary, extra_range, VOLUME_SFX, 0, 0, falloff_distance) - return - - playsound( - parent, - sound_to_play, - volume, - vary, - extra_range - ) + else + playsound( + parent, + sound_to_play, + volume, + vary, + extra_range//, + // falloff_exponent = falloff_exponent, + // pressure_affected = pressure_affected, + // ignore_walls = ignore_walls, + // falloff_distance = falloff_distance, + // use_reverb = use_reverb + ) /// Returns the sound we should now be playing. /datum/looping_sound/proc/get_sound(_mid_sounds)