Skip to content

Commit

Permalink
Chutes no longer play sounds on top of each other. Pipe ejections are…
Browse files Browse the repository at this point in the history
… a bit quieter too (tgstation#83470)

## About The Pull Request

Chutes were playing a sound per item in a stack because the condition
was that the last played sound happened before worldtime+1 which was
always the case, that's in the future. They now only play a single sound
when multiple items enter them at once.
Outlets functioned correctly but the sound for midpipe ejections was a
bit overpowering, so I deadened it a bit(-4 LUFS).
Tested. No observed effect on consecutive insertions.

## Why It's Good For The Game

It is often the case that a conveyor with a large stack of items may be
activated, pushing a large quantity of items into a chute, which would
then fry the eardrums of all those nearby.

## Changelog

:cl:
sound: Disposal chutes will no longer play a sound for each item when
many items enter it at once
/:cl:
  • Loading branch information
Capsandi authored May 28, 2024
1 parent f797958 commit 02318ae
Show file tree
Hide file tree
Showing 2 changed files with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion code/modules/recycling/disposal/bin.dm
Original file line number Diff line number Diff line change
Expand Up @@ -241,7 +241,7 @@
flushing = TRUE
flushAnimation()
sleep(1 SECONDS)
if(last_sound < world.time + 1)
if(last_sound < world.time - 1) //Prevents piles of items from playing a dozen sounds at once
playsound(src, 'sound/machines/disposalflush.ogg', 50, FALSE, FALSE)
last_sound = world.time
sleep(0.5 SECONDS)
Expand Down
Binary file modified sound/machines/hiss.ogg
Binary file not shown.

0 comments on commit 02318ae

Please sign in to comment.