Open Git-Nivrak opened 2 days ago
OD linter should be fixed as soon as it is updated (https://github.com/OpenDreamProject/OpenDream/pull/1870)
I was looking in to a system similar to this. Some observations that may be helpful:
SOUND_UPDATE
to a sound channel, it applies (almost) ALL of its variables to the playing sound, such as volume
which defaults to 100. It is important that the updating sound have the same settings as the playing sound to maintain volume/pitch/etc consistency. Your current system handles this, just noting that it is important that it keeps doing it.playsound
caller to indicate whether it needs positional updates or not.
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 `Changelog
:cl: 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: