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This repository was archived by the owner on May 22, 2025. It is now read-only.
environment =SOUND_ENVIRONMENT_NONE//Default to none so sounds without overrides dont get reverb
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/*! playsound
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playsound is a proc used to play a 3D sound in a specific range. This uses SOUND_RANGE + extra_range to determine that.
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source - Origin of sound
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soundin - Either a file, or a string that can be used to get an SFX
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vol - The volume of the sound, excluding falloff and pressure affection.
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vary - bool that determines if the sound changes pitch every time it plays
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extrarange - modifier for sound range. This gets added on top of SOUND_RANGE
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falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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frequency - playback speed of audio
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channel - The channel the sound is played at
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pressure_affected - Whether or not difference in pressure affects the sound (E.g. if you can hear in space)
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ignore_walls - Whether or not the sound can pass through walls.
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falloff_distance - Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
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*/
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/**
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* playsound is a proc used to play a 3D sound in a specific range. This uses SOUND_RANGE + extra_range to determine that.
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*
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* Arguments:
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* * source - Origin of sound.
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* * soundin - Either a file, or a string that can be used to get an SFX.
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* * vol - The volume of the sound, excluding falloff and pressure affection.
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* * vary - bool that determines if the sound changes pitch every time it plays.
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* * extrarange - modifier for sound range. This gets added on top of SOUND_RANGE.
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* * falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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* * frequency - playback speed of audio.
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* * channel - The channel the sound is played at.
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* * pressure_affected - Whether or not difference in pressure affects the sound (E.g. if you can hear in space).
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* * ignore_walls - Whether or not the sound can pass through walls.
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* * falloff_distance - Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
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*/
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/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff_exponent =SOUND_FALLOFF_EXPONENT, frequency =null, channel =0, pressure_affected =TRUE, ignore_walls =TRUE, falloff_distance =SOUND_DEFAULT_FALLOFF_DISTANCE, use_reverb =TRUE)
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if(isarea(source))
@@ -95,21 +94,25 @@ falloff_distance - Distance at which falloff begins. Sound is at peak volume (in
playsound_local is a proc used to play a sound directly on a mob from a specific turf.
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This is called by playsound to send sounds to players, in which case it also gets the max_distance of that sound.
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turf_source - Origin of sound
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soundin - Either a file, or a string that can be used to get an SFX
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vol - The volume of the sound, excluding falloff
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vary - bool that determines if the sound changes pitch every time it plays
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frequency - playback speed of audio
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falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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channel - The channel the sound is played at
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pressure_affected - Whether or not difference in pressure affects the sound (E.g. if you can hear in space)
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max_distance - The peak distance of the sound, if this is a 3D sound
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falloff_distance - Distance at which falloff begins, if this is a 3D sound
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distance_multiplier - Can be used to multiply the distance at which the sound is heard
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*/
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/**
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* Plays a sound with a specific point of origin for src mob
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* Affected by pressure, distance, terrain and environment (see arguments)
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*
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* Arguments:
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* * turf_source - The turf our sound originates from, if this is not a turf, the sound is played with no spatial audio
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* * soundin - Either a file, or a string that can be used to get an SFX.
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* * vol - The volume of the sound, excluding falloff and pressure affection.
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* * vary - bool that determines if the sound changes pitch every time it plays.
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* * frequency - playback speed of audio.
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* * falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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* * channel - Optional: The channel the sound is played at.
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* * pressure_affected - bool Whether or not difference in pressure affects the sound (E.g. if you can hear in space).
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* * sound_to_use - Optional: Will default to soundin when absent
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* * max_distance - number, determines the maximum distance of our sound
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* * falloff_distance - Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
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* * distance_multiplier - Default 1, multiplies the maximum distance of our sound
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* * use_reverb - bool default TRUE, determines if our sound has reverb
to_chat(M, span_userdanger("Discordant whispers flood your mind in a thousand voices. Each one speaks your name, over and over. Something horrible has been released."))
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