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Dynamic Sound #6600
Dynamic Sound #6600
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OD linter should be fixed as soon as it is updated (OpenDreamProject/OpenDream#1870) |
I was looking in to a system similar to this. Some observations that may be helpful:
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
Current TM is borked and everything sounds like it's happening on your tile/adjacent |
Sound desyncs during lag. PVP.CM.runner.needshelp.dynamic.sounds.desync.mp4 |
@@ -36,7 +38,7 @@ | |||
//status: the regular 4 sound flags | |||
//falloff: max range till sound volume starts dropping as distance increases | |||
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/proc/playsound(atom/source, soundin, vol = 100, vary = FALSE, sound_range, vol_cat = VOLUME_SFX, channel = 0, status , falloff = 1, y_s_offset,x_s_offset) | |||
/proc/playsound(atom/source, soundin, vol = 100, vary = FALSE, sound_range, vol_cat = VOLUME_SFX, channel = 0, status , falloff = 1, y_s_offset,x_s_offset, smoothing=TRUE) |
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/proc/playsound(atom/source, soundin, vol = 100, vary = FALSE, sound_range, vol_cat = VOLUME_SFX, channel = 0, status , falloff = 1, y_s_offset,x_s_offset, smoothing=TRUE) | |
/proc/playsound(atom/source, soundin, vol = 100, vary = FALSE, sound_range, vol_cat = VOLUME_SFX, channel = 0, status , falloff = 1, y_s_offset,x_s_offset, use_smoothing=TRUE) |
You named the argument smoothing
but are trying to call it with use_smoothing
The server can't take it |
About the pull request
Makes sounds react to your and its source moving around and become louder\quieter and change direction
Splits sounds into sounds the originate from a location and sounds that originate from a source - sounds that originate from a location will stay put at the location while sounds from a source will move around with the source (For example a Queen screech is a source and being slammed into a wall is a location). Due to this some things will probably not sound right because they should be a source while being a location or vice versa and this will have to be tweaked along when\if this is tested.
You still can't hear sounds if you were completely out of range when they started.
Explain why it's good for the game
It's really cool if it doesn't lag the game to hell and back
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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add: Sounds will now change as you move around their source and become quieter \ louder and change direction
code: Added support for sounds having a movable source, simply put the atom as the source
/:cl: