Adds new ambience sounds. (#9672)

This commit is contained in:
Wowzewow (Wezzy)
2020-08-22 11:32:44 +02:00
committed by GitHub
parent 838a7d811c
commit 4f3f929337
134 changed files with 334 additions and 93 deletions
+2 -2
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@@ -295,9 +295,9 @@ var/datum/controller/subsystem/vote/SSvote
if("crew_transfer")
C << sound('sound/effects/vote.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if("gamemode")
C << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
C << sound('sound/ambience/vote_alarm.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if("custom")
C << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
C << sound('sound/ambience/vote_alarm.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if(mode == "gamemode" && round_progressing)
round_progressing = 0
to_world("<font color='red'><b>Round start has been delayed.</b></font>")
+178
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@@ -0,0 +1,178 @@
// Ambience presets.
// All you need to do to make an area play one of these is set their ambience var to one of these lists.
// You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization.
// For weird alien places like Srom.
#define AMBIENCE_OTHERWORLDLY list(\
'sound/ambience/otherworldly/otherworldly1.ogg',\
'sound/ambience/otherworldly/otherworldly2.ogg',\
'sound/ambience/otherworldly/otherworldly3.ogg'\
)
// Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc.
#define AMBIENCE_HIGHSEC list(\
'sound/ambience/highsec/highsec1.ogg',\
'sound/ambience/highsec/highsec2.ogg',\
'sound/ambience/highsec/highsec3.ogg',\
'sound/ambience/highsec/highsec4.ogg'\
)
// Ruined structures found on the surface or in the caves.
#define AMBIENCE_RUINS list(\
'sound/ambience/ruins/ruins1.ogg',\
'sound/ambience/ruins/ruins2.ogg',\
'sound/ambience/ruins/ruins3.ogg',\
'sound/ambience/ruins/ruins4.ogg',\
'sound/ambience/ruins/ruins5.ogg',\
'sound/ambience/ruins/ruins6.ogg'\
)
// Similar to the above, but for more technology/signaling based ruins.
#define AMBIENCE_TECH_RUINS list(\
'sound/ambience/tech_ruins/tech_ruins1.ogg',\
'sound/ambience/tech_ruins/tech_ruins2.ogg',\
'sound/ambience/tech_ruins/tech_ruins3.ogg'\
)
// The actual chapel room, and maybe some other places of worship.
#define AMBIENCE_CHAPEL list(\
'sound/ambience/chapel/chapel1.ogg',\
'sound/ambience/chapel/chapel2.ogg',\
'sound/ambience/chapel/chapel3.ogg',\
'sound/ambience/chapel/chapel4.ogg'\
)
// For peaceful, serene areas, distinct from the Chapel.
#define AMBIENCE_HOLY list(\
'sound/ambience/holy/holy1.ogg',\
'sound/ambience/holy/holy2.ogg'\
)
// Generic sounds for less special rooms.
#define AMBIENCE_GENERIC list(\
'sound/ambience/generic/generic1.ogg',\
'sound/ambience/generic/generic2.ogg',\
'sound/ambience/generic/generic3.ogg',\
'sound/ambience/generic/generic4.ogg',\
'sound/ambience/generic/generic5.ogg',\
'sound/ambience/generic/generic6.ogg',\
'sound/ambience/generic/generic7.ogg',\
'sound/ambience/generic/generic8.ogg'\
)
// Sounds of PA announcements, presumably involving shuttles?
#define AMBIENCE_ARRIVALS list(\
'sound/ambience/arrivals/arrivals1.ogg',\
'sound/ambience/arrivals/arrivals2.ogg',\
'sound/ambience/arrivals/arrivals3.ogg',\
'sound/ambience/arrivals/arrivals4.ogg',\
'sound/ambience/arrivals/arrivals5.ogg',\
'sound/ambience/arrivals/arrivals6.ogg',\
'sound/ambience/arrivals/arrivals7.ogg'\
)
// Sounds suitable for being inside dark, tight corridors in the underbelly of the station.
#define AMBIENCE_MAINTENANCE list(\
'sound/ambience/maintenance/maintenance1.ogg',\
'sound/ambience/maintenance/maintenance2.ogg',\
'sound/ambience/maintenance/maintenance3.ogg',\
'sound/ambience/maintenance/maintenance4.ogg',\
'sound/ambience/maintenance/maintenance5.ogg',\
'sound/ambience/maintenance/maintenance6.ogg',\
'sound/ambience/maintenance/maintenance7.ogg',\
'sound/ambience/maintenance/maintenance8.ogg',\
'sound/ambience/maintenance/maintenance9.ogg',\
'sound/ambience/maintenance/maintenance10.ogg',\
'sound/ambience/maintenance/maintenance11.ogg',\
'sound/ambience/maintenance/maintenance12.ogg'\
)
// Life support machinery at work, keeping everyone breathing.
#define AMBIENCE_ENGINEERING list(\
'sound/ambience/engineering/engineering1.ogg',\
'sound/ambience/engineering/engineering2.ogg',\
'sound/ambience/engineering/engineering3.ogg'\
)
#define AMBIENCE_SINGULARITY list(\
'sound/ambience/singularity/singularity1.ogg',\
'sound/ambience/singularity/singularity2.ogg',\
'sound/ambience/singularity/singularity3.ogg',\
'sound/ambience/singularity/singularity4.ogg'\
)
//CHOMP Edit Sounds for atmos
#define AMBIENCE_ATMOS list(\
'sound/ambience/atmospherics/atmospherics1.ogg',\
'sound/ambience/atmospherics/atmospherics2.ogg'\
)
// Creepy AI/borg stuff.
#define AMBIENCE_AI list(\
'sound/ambience/ai/ai1.ogg',\
'sound/ambience/ai/ai2.ogg',\
'sound/ambience/ai/ai3.ogg'\
)
// Peaceful sounds when floating in the void.
#define AMBIENCE_SPACE list(\
'sound/ambience/space/space_serithi.ogg',\
'sound/ambience/space/space1.ogg'\
)
// Vaguely spooky sounds when around dead things.
#define AMBIENCE_GHOSTLY list(\
'sound/ambience/ghostly/ghostly1.ogg',\
'sound/ambience/ghostly/ghostly2.ogg'\
)
// Concerning sounds, for when one discovers something horrible happened in a PoI.
#define AMBIENCE_FOREBODING list(\
'sound/ambience/foreboding/foreboding1.ogg',\
'sound/ambience/foreboding/foreboding2.ogg'\
)
// If we ever add geothermal PoIs or other places that are really hot, this will do.
#define AMBIENCE_LAVA list(\
'sound/ambience/lava/lava1.ogg'\
)
// Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual.
#define AMBIENCE_UNHOLY list(\
'sound/ambience/unholy/unholy1.ogg'\
)
#define AMBIENCE_ELEVATOR list(\
'sound/ambience/elevator.ogg'\
)
//CHOMPedit: Exploration outpost ambience.
#define AMBIENCE_EXPOUTPOST list(\
'sound/ambience/expoutpost/expoutpost1.ogg',\
'sound/ambience/expoutpost/expoutpost2.ogg',\
'sound/ambience/expoutpost/expoutpost3.ogg',\
'sound/ambience/expoutpost/expoutpost4.ogg'\
)
//CHOMP Edit Sounds for Substation rooms. Just electrical sounds, really.
#define AMBIENCE_SUBSTATION list(\
'sound/ambience/substation/substation1.ogg',\
'sound/ambience/substation/substation2.ogg',\
'sound/ambience/substation/substation3.ogg',\
'sound/ambience/substation/substation4.ogg',\
'sound/ambience/substation/substation5.ogg',\
'sound/ambience/substation/substation6.ogg',\
'sound/ambience/substation/substation7.ogg',\
'sound/ambience/substation/substation8.ogg'\
)
//CHOMP Edit Sounds for hangars
#define AMBIENCE_HANGAR list(\
'sound/ambience/hangar/hangar1.ogg',\
'sound/ambience/hangar/hangar2.ogg',\
'sound/ambience/hangar/hangar3.ogg',\
'sound/ambience/hangar/hangar4.ogg',\
'sound/ambience/hangar/hangar5.ogg',\
'sound/ambience/hangar/hangar6.ogg'\
)
+1 -14
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@@ -39,20 +39,7 @@
// var/list/lights // list of all lights on this area
var/list/all_doors = list() //Added by Strumpetplaya - Alarm Change - Contains a list of doors adjacent to this area
var/air_doors_activated = 0
var/list/ambience = list(
'sound/ambience/ambigen1.ogg',
'sound/ambience/ambigen3.ogg',
'sound/ambience/ambigen4.ogg',
'sound/ambience/ambigen5.ogg',
'sound/ambience/ambigen6.ogg',
'sound/ambience/ambigen7.ogg',
'sound/ambience/ambigen8.ogg',
'sound/ambience/ambigen9.ogg',
'sound/ambience/ambigen10.ogg',
'sound/ambience/ambigen11.ogg',
'sound/ambience/ambigen12.ogg',
'sound/ambience/ambigen14.ogg'
)
var/list/ambience = list()
var/list/forced_ambience = null
var/loop_ambience = TRUE
var/sound_env = STANDARD_STATION
+11 -11
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@@ -8,7 +8,7 @@
#define AUDITORIUM 6
#define CONCERT_HALL 7
#define CAVE 8
#define ARENA 9
#define ARENA 9 // used for thunderdome and arena.
#define HANGAR 10
#define CARPETED_HALLWAY 11
#define HALLWAY 12
@@ -26,16 +26,16 @@
#define DIZZY 24
#define STANDARD_STATION STONEROOM
#define LARGE_ENCLOSED HANGAR
#define SMALL_ENCLOSED BATHROOM
#define TUNNEL_ENCLOSED CAVE
#define LARGE_SOFTFLOOR CARPETED_HALLWAY
#define MEDIUM_SOFTFLOOR LIVINGROOM
#define SMALL_SOFTFLOOR ROOM
#define ASTEROID CAVE
#define SPACE UNDERWATER
#define PSYCHOTIC PARKING_LOT
#define STANDARD_STATION STONEROOM // default
#define LARGE_ENCLOSED HANGAR // used for hangars, chapel
#define SMALL_ENCLOSED BATHROOM // used for bathrooms, mostly.
#define TUNNEL_ENCLOSED CAVE // maint tunnels and crawlspaces
#define LARGE_SOFTFLOOR CARPETED_HALLWAY // used for library and theater
#define MEDIUM_SOFTFLOOR LIVINGROOM // used for larger offices, usually with wooden floors
#define SMALL_SOFTFLOOR ROOM // used for offices, dormitories and other small miscallaneous rooms
#define ASTEROID CAVE // well, the asteroid
#define SPACE UNDERWATER // space
#define PSYCHOTIC PARKING_LOT // not actually used in areas, used in drug hallucinations.
#define EQUIP_SOUND_VOLUME 30
#define PICKUP_SOUND_VOLUME 15
+2 -1
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@@ -1,4 +1,5 @@
/area/centcom/shared_dream
name = "\improper The Shared Dream"
icon_state = "dream"
dynamic_lighting = 1
ambience = AMBIENCE_OTHERWORLDLY
dynamic_lighting = 1
@@ -5,6 +5,7 @@
requires_power = 0
station_area = 1
sound_env = SMALL_ENCLOSED
ambience = AMBIENCE_ELEVATOR
var/lift_floor_label = null
var/lift_floor_name = null