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[MIRROR] Chutes no longer play sounds on top of each other. Pipe ejec…
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…tions are a bit quieter too (#2713)

* Chutes no longer play sounds on top of each other. Pipe ejections are a bit quieter too (#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:

* Chutes no longer play sounds on top of each other. Pipe ejections are a bit quieter too

---------

Co-authored-by: Capsandi <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 people authored and StealsThePRs committed May 29, 2024
1 parent b11d809 commit a43e741
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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)
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Binary file modified sound/machines/hiss.ogg
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