//max channel is 1024. Only go lower from here, because byond tends to pick the first available channel to play sounds on #define CHANNEL_MASTER_VOLUME 1024 #define CHANNEL_LOBBYMUSIC 1023 #define CHANNEL_ADMIN 1022 #define CHANNEL_VOX 1021 #define CHANNEL_JUKEBOX 1020 #define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats #define CHANNEL_AMBIENCE 1018 #define CHANNEL_BUZZ 1017 #define CHANNEL_SOUND_EFFECTS 1016 #define CHANNEL_SOUND_FOOTSTEPS 1015 #define CHANNEL_WEATHER 1014 #define CHANNEL_MACHINERY 1013 #define CHANNEL_INSTRUMENTS 1012 #define CHANNEL_MOB_SOUNDS 1011 /// Default range of a sound. #define SOUND_RANGE 17 #define MEDIUM_RANGE_SOUND_EXTRARANGE -5 /// Default extra range for sounds considered to be quieter #define SHORT_RANGE_SOUND_EXTRARANGE -9 /// The range deducted from sound range for things that are considered silent / sneaky #define SILENCED_SOUND_EXTRARANGE -11 /// Percentage of sound's range where no falloff is applied /// For a normal sound this would be 1 tile of no falloff #define SOUND_DEFAULT_FALLOFF_DISTANCE 1 /// The default exponent of sound falloff #define SOUND_FALLOFF_EXPONENT 6 //THIS SHOULD ALWAYS BE THE LOWEST ONE! //KEEP IT UPDATED #define CHANNEL_HIGHEST_AVAILABLE 1011 #define MAX_INSTRUMENT_CHANNELS (128 * 6) #define SOUND_MINIMUM_PRESSURE 10 #define INTERACTION_SOUND_RANGE_MODIFIER -3 #define EQUIP_SOUND_VOLUME 30 #define PICKUP_SOUND_VOLUME 15 #define DROP_SOUND_VOLUME 20 #define BLOCK_SOUND_VOLUME 70 //default byond sound environments #define SOUND_ENVIRONMENT_OFF -2 #define SOUND_ENVIRONMENT_NONE -1 #define SOUND_ENVIRONMENT_GENERIC 0 #define SOUND_ENVIRONMENT_PADDED_CELL 1 #define SOUND_ENVIRONMENT_ROOM 2 #define SOUND_ENVIRONMENT_BATHROOM 3 #define SOUND_ENVIRONMENT_LIVINGROOM 4 #define SOUND_ENVIRONMENT_STONEROOM 5 #define SOUND_ENVIRONMENT_AUDITORIUM 6 #define SOUND_ENVIRONMENT_CONCERT_HALL 7 #define SOUND_ENVIRONMENT_CAVE 8 #define SOUND_ENVIRONMENT_ARENA 9 #define SOUND_ENVIRONMENT_HANGAR 10 #define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11 #define SOUND_ENVIRONMENT_HALLWAY 12 #define SOUND_ENVIRONMENT_STONE_CORRIDOR 13 #define SOUND_ENVIRONMENT_ALLEY 14 #define SOUND_ENVIRONMENT_FOREST 15 #define SOUND_ENVIRONMENT_CITY 16 #define SOUND_ENVIRONMENT_MOUNTAINS 17 #define SOUND_ENVIRONMENT_QUARRY 18 #define SOUND_ENVIRONMENT_PLAIN 19 #define SOUND_ENVIRONMENT_PARKING_LOT 20 #define SOUND_ENVIRONMENT_SEWER_PIPE 21 #define SOUND_ENVIRONMENT_UNDERWATER 22 #define SOUND_ENVIRONMENT_DRUGGED 23 #define SOUND_ENVIRONMENT_DIZZY 24 #define SOUND_ENVIRONMENT_PSYCHOTIC 25 //If we ever make custom ones add them here #define SOUND_ENVIROMENT_PHASED list(1.8, 0.5, -1000, -4000, 0, 5, 0.1, 1, -15500, 0.007, 2000, 0.05, 0.25, 1, 1.18, 0.348, -5, 2000, 250, 0, 3, 100, 63) //"sound areas": easy way of keeping different types of areas consistent. #define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT #define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY #define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM #define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM #define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY #define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM #define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM #define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE #define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER #define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS #define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE #define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY /** * List of all of our sound keys. * Used with /datum/sound_effect as the key. * See also 'code\game\sound\sound_keys\sound_keys.dm' */ #define SFX_ANIMAL_BEAR "animal_bear" #define SFX_ARCADE "arcade" #define SFX_BODYFALL "bodyfall" #define SFX_BODYFALL_MACHINE "bodyfall_machine" #define SFX_BODYFALL_SKRELL "bodyfall_skrell" #define SFX_BOTTLE_HIT_BROKEN "bottle_hit_broken" #define SFX_BOTTLE_HIT_INTACT "bottle_hit_intact" #define SFX_BREAK_CARDBOARD "break_cardboard" #define SFX_BREAK_GLASS "break_glass" #define SFX_BREAK_WOOD "break_wood" #define SFX_BULLET_MISS "bullet_miss" #define SFX_BUTTON "button" #define SFX_CASING_DROP "casing_drop" #define SFX_CASING_DROP_SHOTGUN "casing_drop_shotgun" #define SFX_COMPUTER_BEEP "computer_beep" #define SFX_COMPUTER_BOOP "computer_boop" #define SFX_CROWBAR "crowbar" #define SFX_DRILL_HIT "drill_hit" #define SFX_DROP "drop" #define SFX_ELECTRICAL_HUM "electrical_hum" #define SFX_ELECTRICAL_SPARK "electrical_sparm" #define SFX_EQUIP_SWORD "equip_sword" #define SFX_EXPLOSION "explosion" #define SFX_FIRE "fire" #define SFX_FOOTSTEP_ASTEROID "footstep_asteroid" #define SFX_FOOTSTEP_BLANK "footstep_blank" #define SFX_FOOTSTEP_CARPET "footstep_carpet" #define SFX_FOOTSTEP_CATWALK "footstep_catwalk" #define SFX_FOOTSTEP_CLOWN "footstep_clown" #define SFX_FOOTSTEP_GRASS "footstep_grass" #define SFX_FOOTSTEP_LAVA "footstep_lava" #define SFX_FOOTSTEP_PLATING "footstep_plating" #define SFX_FOOTSTEP_SAND "footstep_sand" #define SFX_FOOTSTEP_SKRELL "footstep_skrell" #define SFX_FOOTSTEP_SNOW "footstep_snow" #define SFX_FOOTSTEP_TILES "footstep_tiles" #define SFX_FOOTSTEP_UNATHI "footstep_unathi" #define SFX_FOOTSTEP_WATER "footstep_water" #define SFX_FOOTSTEP_WOOD "footstep_wood" #define SFX_FRACTURE "fracture" #define SFX_GLASS_CRACK "glass_crack" #define SFX_GRAB "grab" #define SFX_GUNSHOT_ANY "gunshot_any" #define SFX_GUNSHOT_BALLISTIC "gunshot_ballistic" #define SFX_GUNSHOT_ENERGY "gunshot_energy" #define SFX_HAMMER "hammer" #define SFX_HATCH_CLOSE "hatch_close" #define SFX_HATCH_OPEN "hatch_open" #define SFX_HISS "hiss" #define SFX_HIVEBOT_MELEE "hivebot_melee" #define SFX_HIVEBOT_WAIL "hivebot_wail" #define SFX_KEYBOARD "keyboard" #define SFX_OINTMENT "ointment" #define SFX_OUT_OF_AMMO "out_of_ammo" #define SFX_OUT_OF_AMMO_REVOLVER "out_of_ammo_revolver" #define SFX_OUT_OF_AMMO_RIFLE "out_of_ammo_rifle" #define SFX_OUT_OF_AMMO_SHOTGUN "out_of_ammo_shotgun" #define SFX_PAGE_TURN "page_turn" #define SFX_PICKAXE "pickaxe" #define SFX_PICKUP "pickup" #define SFX_PICKUP_SWORD "pickup_sword" #define SFX_POUR "pour" #define SFX_PRINT "print" #define SFX_PUMP_SHOTGUN "pump_shotgun" #define SFX_PUNCH "punch" #define SFX_PUNCH_BASSY "punch_bassy" #define SFX_PUNCH_MISS "punch_miss" #define SFX_RELOAD_HMG "reload_hmg" #define SFX_RELOAD_METAL_SLIDE "reload_metal_slide" #define SFX_RELOAD_POLYMER_SLIDE "reload_polymer_slide" #define SFX_RELOAD_REVOLVER "reload_revolver" #define SFX_RELOAD_RIFLE_SLIDE "reload_rifle_slide" #define SFX_RELOAD_SHOTGUN "reload_shotgun" #define SFX_RIP "rip" #define SFX_ROBOT_TALK "robot_talk" #define SFX_RUSTLE "rustle" #define SFX_SCREWDRIVER "screwdriver" #define SFX_SHAKER_LID_OFF "shaker_lid_off" #define SFX_SHAKER_SHAKING "shaker_shaking" #define SFX_SHOOT_GAUSS "shoot_gauss" #define SFX_SHOVEL "shovel" #define SFX_SM_CALM "sm_calm" #define SFX_SM_DELAM "sm_delam" #define SFX_SPARKS "sfx_sparks" #define SFX_STEAM_PIPE "steam_pipe" #define SFX_SWING_HIT "swing_hit" #define SFX_SWITCH "switch" #define SFX_TRAY_HIT "tray_hit" #define SFX_WIELD "wield"