# Summary
This PR shortens the length of the sounds loops introduced in #22789
(ventilation and SMES humming) in order to improve sound location source
update frequency.
# Summary
This PR adds a new grim spatial sound track to the lobby track list +
lemurian sea sector and adds an ambience loop tracks to vents+scrubbers
as well as SMES's.
## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/music/lobby/spatial_audio.ogg | [spatial audio 2 by
BadWolf23/freesound.org](https://freesound.org/people/BadWolf23/sounds/723957/)
| CC BY 4.0 |
| sound/machines/ventilation_humming.ogg | [humming machinery by
Lewooz/freesound.org](https://freesound.org/people/Lewooz/sounds/545952/)
| CC0 1.0 |
| sound/machines/electrical_humming.ogg |
[SFX_GEOFON-HUM-ELECTRICAL-BOARD_4824_01 by
pblzr/freesound.org](https://freesound.org/people/pblzr/sounds/785942/)
| CC0 1.0 |
**Changes made to original sounds:**
- Added fadein/out to spatial_audio, reduced volume, corrected file
metadata (author, trackname, comment).
- Cut background noise in ventilation_humming, shortened soundfile,
corrected file metadata (author, trackname, comment).
- Shortened electrical_humming soundfile, corrected file metadata
(author, trackname, comment).
## About PR
- Adds a looping sound for the lore consoles which can be heard in a 11
tile radius in 6 second intervals. The loop stops once a human mob has
interacted with the console
- Removes abstract macro from loreconsole base types, since these are
intended to be spawned
- Slightly decreased font size of the body text so it feels less like
you're in your 60s and this is the font size of your phone
- Fixed being able to interact with power reliant loreconsoles without
power
## Images
https://github.com/user-attachments/assets/69c94128-d84a-426b-bc8c-27d94c5974cb
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/machines/data_ping.ogg | Timbre
(https://freesound.org/people/Timbre/sounds/444876/) | CC BY-NC 4.0 |
Continued from #19839
> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.
> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.
Plan is overall to make it much easier to add new types of fabricators.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
These sounds are pre-existing in our game files, but they were
previously unused. The relevant code was commented out.
I went ahead and implemented them as tgstation does now: They are used
for the hub only, instead of -all- telecomms machines. I also added them
to the all-in-ones unique to our server.
https://www.youtube.com/watch?v=9mPvZ96pHJI
A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.
Key features:
- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.
To-do:
- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.
---------
Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
Lowers the oven looping sound volume from 100 to 15. Opted for this
instead of removing it like it was before the fix, because it is pretty
annoying imo.
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>