Files
Delta-v/Content.Client/Audio/AmbientSoundSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

326 lines
11 KiB
C#

using Content.Shared.Audio;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Audio;
using Robust.Shared.Log;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
using System.Numerics;
using Robust.Client.GameObjects;
using Robust.Shared.Audio.Effects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
namespace Content.Client.Audio;
//TODO: This is using a incomplete version of the whole "only play nearest sounds" algo, that breaks down a bit should the ambient sound cap get hit.
//TODO: This'll be fixed when GetEntitiesInRange produces consistent outputs.
/// <summary>
/// Samples nearby <see cref="AmbientSoundComponent"/> and plays audio.
/// </summary>
public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
{
[Dependency] private readonly AmbientSoundTreeSystem _treeSys = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
protected override void QueueUpdate(EntityUid uid, AmbientSoundComponent ambience)
=> _treeSys.QueueTreeUpdate(uid, ambience);
private AmbientSoundOverlay? _overlay;
private int _maxAmbientCount;
private bool _overlayEnabled;
private float _maxAmbientRange;
private Vector2 MaxAmbientVector => new(_maxAmbientRange, _maxAmbientRange);
private float _cooldown;
private TimeSpan _targetTime = TimeSpan.Zero;
private float _ambienceVolume = 0.0f;
private static AudioParams _params = AudioParams.Default
.WithVariation(0.01f)
.WithLoop(true)
.WithMaxDistance(7f);
/// <summary>
/// How many times we can be playing 1 particular sound at once.
/// </summary>
private int MaxSingleSound => (int) (_maxAmbientCount / (16.0f / 6.0f));
private readonly Dictionary<Entity<AmbientSoundComponent>, (EntityUid? Stream, SoundSpecifier Sound, string Path)> _playingSounds = new();
private readonly Dictionary<string, int> _playingCount = new();
public bool OverlayEnabled
{
get => _overlayEnabled;
set
{
if (_overlayEnabled == value) return;
_overlayEnabled = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_overlayEnabled)
{
_overlay = new AmbientSoundOverlay(EntityManager, this, EntityManager.System<EntityLookupSystem>());
overlayManager.AddOverlay(_overlay);
}
else
{
overlayManager.RemoveOverlay(_overlay!);
_overlay = null;
}
}
}
/// <summary>
/// Is this AmbientSound actively playing right now?
/// </summary>
/// <param name="component"></param>
/// <returns></returns>
public bool IsActive(Entity<AmbientSoundComponent> component)
{
return _playingSounds.ContainsKey(component);
}
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
UpdatesAfter.Add(typeof(AmbientSoundTreeSystem));
Subs.CVar(_cfg, CCVars.AmbientCooldown, SetCooldown, true);
Subs.CVar(_cfg, CCVars.MaxAmbientSources, SetAmbientCount, true);
Subs.CVar(_cfg, CCVars.AmbientRange, SetAmbientRange, true);
Subs.CVar(_cfg, CCVars.AmbienceVolume, SetAmbienceGain, true);
SubscribeLocalEvent<AmbientSoundComponent, ComponentShutdown>(OnShutdown);
}
private void OnShutdown(EntityUid uid, AmbientSoundComponent component, ComponentShutdown args)
{
if (!_playingSounds.Remove((uid, component), out var sound))
return;
_audio.Stop(sound.Stream);
_playingCount[sound.Path] -= 1;
if (_playingCount[sound.Path] == 0)
_playingCount.Remove(sound.Path);
}
private void SetAmbienceGain(float value)
{
_ambienceVolume = SharedAudioSystem.GainToVolume(value);
foreach (var (ent, values) in _playingSounds)
{
if (values.Stream == null)
continue;
var stream = values.Stream;
_audio.SetVolume(stream, _params.Volume + ent.Comp.Volume + _ambienceVolume);
}
}
private void SetCooldown(float value) => _cooldown = value;
private void SetAmbientCount(int value) => _maxAmbientCount = value;
private void SetAmbientRange(float value) => _maxAmbientRange = value;
public override void Shutdown()
{
base.Shutdown();
ClearSounds();
}
private int PlayingCount(string countSound)
{
var count = 0;
foreach (var (_, (_, sound, path)) in _playingSounds)
{
if (path.Equals(countSound))
count++;
}
return count;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
if (_cooldown <= 0f)
return;
if (_gameTiming.CurTime < _targetTime)
return;
_targetTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_cooldown);
var player = _playerManager.LocalEntity;
if (!TryComp(player, out TransformComponent? xform))
{
ClearSounds();
return;
}
ProcessNearbyAmbience(xform);
}
private void ClearSounds()
{
foreach (var (stream, _, _) in _playingSounds.Values)
{
_audio.Stop(stream);
}
_playingSounds.Clear();
_playingCount.Clear();
}
private readonly struct QueryState
{
public readonly Dictionary<string, List<(float Importance, Entity<AmbientSoundComponent>)>> SourceDict = new();
public readonly Vector2 MapPos;
public readonly TransformComponent Player;
public readonly SharedTransformSystem TransformSystem;
public QueryState(Vector2 mapPos, TransformComponent player, SharedTransformSystem transformSystem)
{
MapPos = mapPos;
Player = player;
TransformSystem = transformSystem;
}
}
private static bool Callback(
ref QueryState state,
in ComponentTreeEntry<AmbientSoundComponent> value)
{
var (ambientComp, xform) = value;
DebugTools.Assert(ambientComp.Enabled);
var delta = xform.ParentUid == state.Player.ParentUid
? xform.LocalPosition - state.Player.LocalPosition
: state.TransformSystem.GetWorldPosition(xform) - state.MapPos;
var range = delta.Length();
if (range >= ambientComp.Range)
return true;
string key;
if (ambientComp.Sound is SoundPathSpecifier path)
key = path.Path.ToString();
else
key = ((SoundCollectionSpecifier)ambientComp.Sound).Collection ?? string.Empty;
// Prioritize far away & loud sounds.
var importance = range * (ambientComp.Volume + 32);
state.SourceDict.GetOrNew(key).Add((importance, (value.Uid, ambientComp)));
return true;
}
/// <summary>
/// Get a list of ambient components in range and determine which ones to start playing.
/// </summary>
private void ProcessNearbyAmbience(TransformComponent playerXform)
{
var query = GetEntityQuery<TransformComponent>();
var metaQuery = GetEntityQuery<MetaDataComponent>();
var mapPos = _xformSystem.GetMapCoordinates(playerXform);
// Remove out-of-range ambiences
foreach (var (ent, sound) in _playingSounds)
{
//var entity = comp.Owner;
var owner = ent.Owner;
var comp = ent.Comp;
if (comp.Enabled &&
// Don't keep playing sounds that have changed since.
sound.Sound == comp.Sound &&
query.TryGetComponent(owner, out var xform) &&
xform.MapID == playerXform.MapID &&
!metaQuery.GetComponent(owner).EntityPaused)
{
// TODO: This is just trydistance for coordinates.
var distance = (xform.ParentUid == playerXform.ParentUid)
? xform.LocalPosition - playerXform.LocalPosition
: _xformSystem.GetWorldPosition(xform) - mapPos.Position;
if (distance.LengthSquared() < comp.Range * comp.Range)
continue;
}
_audio.Stop(sound.Stream);
_playingSounds.Remove(ent);
_playingCount[sound.Path] -= 1;
if (_playingCount[sound.Path] == 0)
_playingCount.Remove(sound.Path);
}
if (_playingSounds.Count >= _maxAmbientCount)
return;
var pos = mapPos.Position;
var state = new QueryState(pos, playerXform, _xformSystem);
var worldAabb = new Box2(pos - MaxAmbientVector, pos + MaxAmbientVector);
_treeSys.QueryAabb(ref state, Callback, mapPos.MapId, worldAabb);
// Add in range ambiences
foreach (var (key, sourceList) in state.SourceDict)
{
if (_playingSounds.Count >= _maxAmbientCount)
break;
if (_playingCount.TryGetValue(key, out var playingCount) && playingCount >= MaxSingleSound)
continue;
sourceList.Sort(static (a, b) => b.Importance.CompareTo(a.Importance));
foreach (var (_, sourceEntity) in sourceList)
{
var uid = sourceEntity.Owner;
var comp = sourceEntity.Comp;
if (_playingSounds.ContainsKey(sourceEntity) ||
metaQuery.GetComponent(uid).EntityPaused)
continue;
var audioParams = _params
.AddVolume(comp.Volume + _ambienceVolume)
// Randomise start so 2 sources don't increase their volume.
.WithPlayOffset(_random.NextFloat(0.0f, 100.0f))
.WithMaxDistance(comp.Range);
var stream = _audio.PlayEntity(comp.Sound, Filter.Local(), uid, false, audioParams);
if (stream == null)
continue;
_playingSounds[sourceEntity] = (stream.Value.Entity, comp.Sound, key);
playingCount++;
if (_playingSounds.Count >= _maxAmbientCount)
break;
}
if (playingCount != 0)
_playingCount[key] = playingCount;
}
DebugTools.Assert(_playingCount.All(x => x.Value == PlayingCount(x.Key)));
}
}