//Allows you to set a theme for a set of areas without tying them to looping sounds explicitly /datum/component/area_sound_manager //area -> looping sound type var/list/area_to_looping_type = list() //Current sound loop var/datum/looping_sound/our_loop //A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves var/list/accepted_zs //The timer id of our current start delay, if it exists var/timerid /datum/component/area_sound_manager/Initialize(area_loop_pairs, change_on, remove_on, acceptable_zs) if(!ismovable(parent)) return area_to_looping_type = area_loop_pairs accepted_zs = acceptable_zs change_the_track() RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/react_to_move) RegisterSignal(parent, COMSIG_MOVABLE_Z_CHANGED, .proc/react_to_z_move) RegisterSignal(parent, change_on, .proc/handle_change) RegisterSignal(parent, remove_on, .proc/handle_removal) /datum/component/area_sound_manager/Destroy(force, silent) QDEL_NULL(our_loop) . = ..() /datum/component/area_sound_manager/proc/react_to_move(datum/source, atom/oldloc, dir, forced) SIGNAL_HANDLER var/list/loop_lookup = area_to_looping_type if(loop_lookup[get_area(oldloc)] == loop_lookup[get_area(parent)]) return change_the_track(TRUE) /datum/component/area_sound_manager/proc/react_to_z_move(datum/source, old_z, new_z) SIGNAL_HANDLER if(!length(accepted_zs) || (new_z in accepted_zs)) return qdel(src) /datum/component/area_sound_manager/proc/handle_removal(datum/source) SIGNAL_HANDLER qdel(src) /datum/component/area_sound_manager/proc/handle_change(datum/source) SIGNAL_HANDLER change_the_track() /datum/component/area_sound_manager/proc/change_the_track(skip_start = FALSE) var/time_remaining = 0 if(our_loop) var/our_id = our_loop.timerid || timerid if(our_id) time_remaining = timeleft(our_id, SSsound_loops) || 0 //Time left will sometimes return negative values, just ignore them and start a new sound loop now time_remaining = max(time_remaining, 0) QDEL_NULL(our_loop) var/area/our_area = get_area(parent) var/new_loop_type = area_to_looping_type[our_area] if(!new_loop_type) return our_loop = new new_loop_type(parent, FALSE, TRUE, skip_start) //If we're still playing, wait a bit before changing the sound so we don't double up if(time_remaining) timerid = addtimer(CALLBACK(src, .proc/start_looping_sound), time_remaining, TIMER_UNIQUE | TIMER_CLIENT_TIME | TIMER_STOPPABLE | TIMER_NO_HASH_WAIT | TIMER_DELETE_ME, SSsound_loops) return timerid = null our_loop.start() /datum/component/area_sound_manager/proc/start_looping_sound() timerid = null if(our_loop) our_loop.start()