A client's soundOutput now has sole control over environment and echo.
The environment is updated when the mob moves into a different area, or if the mob's environment override is set.
The echo is used to enable or disable the environmental reverb per-sound.
Explain why it's good for the game
Issue: an environment applies to all sounds for that client, current and future, until another one is set. It applies to in-world sounds as well as, say, admin pings.
Solution: since an echo is applied per-sound, by adjusting the echo's Room & RoomHF fields the environmental effects can be enabled or disabled (more accurately, made so quiet as to be inaudible). This is set to off by default, and is only enabled for positional sounds. Admin pings are safe.
About the pull request
Changes to how a client's sound
environment
andecho
is handled: https://www.byond.com/docs/ref/#/sound/var/environment https://www.byond.com/docs/ref/#/sound/var/echoA client's
soundOutput
now has sole control over environment and echo. The environment is updated when the mob moves into a different area, or if the mob's environment override is set. The echo is used to enable or disable the environmental reverb per-sound.Explain why it's good for the game
Issue: an environment applies to all sounds for that client, current and future, until another one is set. It applies to in-world sounds as well as, say, admin pings.
Solution: since an echo is applied per-sound, by adjusting the echo's Room & RoomHF fields the environmental effects can be enabled or disabled (more accurately, made so quiet as to be inaudible). This is set to off by default, and is only enabled for positional sounds. Admin pings are safe.
Idea from here: https://github.com/tgstation/tgstation/pull/55333
Testing Photographs and Procedure
Boots without issue. Sound environments change at appropriate points. Sound environments effect only positional sounds.
Changelog
:cl: code: environmental reverb applies more reliably and only to positional sounds /:cl: