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[MIRROR] Small Social Anxiety Fixes #2713

Merged
merged 1 commit into from
Apr 3, 2024
Merged

[MIRROR] Small Social Anxiety Fixes #2713

merged 1 commit into from
Apr 3, 2024

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Mirrored on Nova: NovaSector/NovaSector#1778
Original PR: tgstation/tgstation#82387

About The Pull Request

  • Speech filters from speech impairments don't apply unless they actually change the message
  • Psicodine properly stops stutter

Changelog

🆑 Melbert
fix: Psicodine helps Socially Anxious people again (as does signing)
fix: Speech effects such as stuttering no longer applies its TTS filter if the resulting message doesn't actually change the message
/:cl:

* Small Social Anxiety Fixes (#82387)

## About The Pull Request

- Speech filters from speech impairments don't apply unless they
actually change the message
- Psicodine properly stops stutter

## Changelog

:cl: Melbert
fix: Psicodine helps Socially Anxious people again (as does signing) 
fix: Speech effects such as stuttering no longer applies its TTS filter
if the resulting message doesn't actually change the message
/:cl:

* Small Social Anxiety Fixes

---------

Co-authored-by: MrMelbert <[email protected]>
@ReezeBL ReezeBL merged commit b648875 into master Apr 3, 2024
24 checks passed
@ReezeBL ReezeBL deleted the upstream-mirror-1778 branch April 3, 2024 06:37
AnywayFarus added a commit that referenced this pull request Apr 3, 2024
Iajret pushed a commit that referenced this pull request May 29, 2024
…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]>
ReezeBL pushed a commit that referenced this pull request May 29, 2024
…tions are a bit quieter too (#2713) (#3527)

* 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: NovaBot <[email protected]>
Co-authored-by: Capsandi <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants