///Default override for echo /sound echo = list( 0, // Direct 0, // DirectHF -10000, // Room, -10000 means no low frequency sound reverb -10000, // RoomHF, -10000 means no high frequency sound reverb 0, // Obstruction 0, // ObstructionLFRatio 0, // Occlusion 0.25, // OcclusionLFRatio 1.5, // OcclusionRoomRatio 1.0, // OcclusionDirectRatio 0, // Exclusion 1.0, // ExclusionLFRatio 0, // OutsideVolumeHF 0, // DopplerFactor 0, // RolloffFactor 0, // RoomRolloffFactor 1.0, // AirAbsorptionFactor 0, // Flags (1 = Auto Direct, 2 = Auto Room, 4 = Auto RoomHF) ) environment = SOUND_ENVIRONMENT_NONE //Default to none so sounds without overrides dont get reverb /** * playsound is a proc used to play a 3D sound in a specific range. This uses SOUND_RANGE + extra_range to determine that. * * * source - Origin of sound. * * soundin - Either a file, or a string that can be used to get an SFX. * * vol - The volume of the sound, excluding falloff and pressure affection. * * vary - bool that determines if the sound changes pitch every time it plays. * * extrarange - modifier for sound range. This gets added on top of SOUND_RANGE. * * falloff_exponent - Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive. * * frequency - playback speed of audio. * * channel - The channel the sound is played at. * * pressure_affected - Whether or not difference in pressure affects the sound (E.g. if you can hear in space). * * ignore_walls - Whether or not the sound can pass through walls. * * falloff_distance - Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range. * * Aurora snowflake parameters: * * * required_preferences - What preference is required to be on on the client, for the sound to play * * required_asfx_toggles - What toggles are required to be on on the client, for the sound to play */ /proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff_exponent = SOUND_FALLOFF_EXPONENT, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, use_reverb = TRUE, required_preferences, required_asfx_toggles) if(isarea(source)) CRASH("playsound(): source is an area") var/turf/turf_source = get_turf(source) if (!turf_source || !soundin || !vol) return //allocate a channel if necessary now so its the same for everyone channel = channel || SSsounds.random_available_channel() var/sound/S = isdatum(soundin) ? soundin : sound(get_sfx(soundin)) var/maxdistance = SOUND_RANGE + extrarange var/source_z = turf_source.z var/list/listeners = list() var/list/players_by_zlevel[world.maxz][1] var/list/dead_players_by_zlevel[world.maxz][1] for(var/mob/player as anything in GLOB.player_list) if(required_preferences && (player.client.prefs.toggles & required_preferences) != required_preferences) continue if(required_asfx_toggles && (player.client.prefs.sfx_toggles & required_asfx_toggles) != required_asfx_toggles) continue //This is because your Z is 0 if you are inside eg. a mech var/turf/player_turf = get_turf(player) if(!player_turf) continue if(player_turf.z == source_z) listeners += player if(player_turf.z) players_by_zlevel[player_turf.z] += player if(istype(player, /mob/abstract/observer) && player_turf.z) dead_players_by_zlevel[player_turf.z] += player . = list()//output everything that successfully heard the sound var/turf/above_turf = GetAbove(turf_source) var/turf/below_turf = GetBelow(turf_source) if(ignore_walls) if(above_turf && istype(above_turf, /turf/simulated/open)) listeners += players_by_zlevel[above_turf.z] if(below_turf && istype(turf_source, /turf/simulated/open)) listeners += players_by_zlevel[below_turf.z] else //these sounds don't carry through walls listeners = get_hearers_in_view(maxdistance, turf_source) if(above_turf && istype(above_turf, /turf/simulated/open)) listeners += get_hearers_in_view(maxdistance, above_turf) if(below_turf && istype(turf_source, /turf/simulated/open)) listeners += get_hearers_in_view(maxdistance, below_turf) for(var/mob/listening_mob in listeners | dead_players_by_zlevel[source_z])//observers always hear through walls if(get_dist(listening_mob, turf_source) <= maxdistance) //Aurora snowflake, if we don't ignore the walls, account for wall-like obstacles to dampen the sound if(ignore_walls) listening_mob.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, 1, use_reverb) else adjust_sound_based_on_path_obstacles(listening_mob, turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, use_reverb) . += listening_mob /** * This proc takes into account walls, windows and similar when deciding the received sound for a mob, * * this is *NOT* meant to be called directly, use `playsound()` * * Use this to tweak what happens with the sound along the path from the emitter to the receiver of said sound */ /proc/adjust_sound_based_on_path_obstacles(mob/listening_mob, turf/turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, use_reverb) var/turf/inbetween_turf = get_turf(listening_mob) for(var/step_counter in 1 to get_dist(listening_mob, turf_source)) inbetween_turf = get_step_towards(inbetween_turf, turf_source) if(istype(inbetween_turf, /turf/simulated/wall)) vol *= 0.6 if(locate(/obj/machinery/door) in inbetween_turf) vol *= 0.7 if(locate(/obj/structure/window) in inbetween_turf) vol *= 0.75 //If we're at or below zero, no point continuing, no sound if(vol <= 0) return listening_mob.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, 1, use_reverb) /mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff_exponent = SOUND_FALLOFF_EXPONENT, channel = 0, pressure_affected = TRUE, sound/sound_to_use, max_distance, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, distance_multiplier = 1, use_reverb = TRUE) if(!client || !can_hear()) return if(!sound_to_use) sound_to_use = sound(get_sfx(soundin)) sound_to_use.wait = 0 //No queue sound_to_use.channel = channel || SSsounds.random_available_channel() sound_to_use.volume = vol if(vary) if(frequency) sound_to_use.frequency = frequency else sound_to_use.frequency = get_rand_frequency() if(isturf(turf_source)) var/turf/turf_loc = get_turf(src) //sound volume falloff with distance var/distance = get_dist(turf_loc, turf_source) * distance_multiplier if(max_distance) //If theres no max_distance we're not a 3D sound, so no falloff. sound_to_use.volume -= (max(distance - falloff_distance, 0) ** (1 / falloff_exponent)) / ((max(max_distance, distance) - falloff_distance) ** (1 / falloff_exponent)) * sound_to_use.volume //https://www.desmos.com/calculator/sqdfl8ipgf if(pressure_affected) //Atmosphere affects sound var/pressure_factor = 1 var/datum/gas_mixture/hearer_env = turf_loc.return_air() var/datum/gas_mixture/source_env = turf_source.return_air() if(hearer_env && source_env) var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure()) if(pressure < ONE_ATMOSPHERE) pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0) else //space pressure_factor = 0 if(distance <= 1) pressure_factor = max(pressure_factor, 0.15) //touching the source of the sound sound_to_use.volume *= pressure_factor //End Atmosphere affecting sound if(sound_to_use.volume <= 0) return //No sound var/dx = turf_source.x - turf_loc.x // Hearing from the right/left sound_to_use.x = dx * distance_multiplier var/dz = turf_source.y - turf_loc.y // Hearing from infront/behind sound_to_use.z = dz * distance_multiplier var/dy = (turf_source.z - turf_loc.z) * 5 * distance_multiplier // Hearing from above / below, multiplied by 5 because we assume height is further along coords. sound_to_use.y = dy sound_to_use.falloff = max_distance || 1 //use max_distance, else just use 1 as we are a direct sound so falloff isnt relevant. // Sounds can't have their own environment. A sound's environment will be: // 1. the mob's // 2. the area's (defaults to SOUND_ENVRIONMENT_NONE) if(sound_environment_override != SOUND_ENVIRONMENT_NONE) sound_to_use.environment = sound_environment_override else var/area/A = get_area(src) sound_to_use.environment = A.sound_environment if(use_reverb && sound_to_use.environment != SOUND_ENVIRONMENT_NONE) //We have reverb, reset our echo setting sound_to_use.echo[3] = 0 //Room setting, 0 means normal reverb sound_to_use.echo[4] = 0 //RoomHF setting, 0 means normal reverb. SEND_SOUND(src, sound_to_use) /proc/sound_to_playing_players(soundin, volume = 100, vary = FALSE, frequency = 0, channel = 0, pressure_affected = FALSE, sound/S) if(!S) S = sound(get_sfx(soundin)) for(var/m in GLOB.player_list) if(ismob(m) && !isnewplayer(m)) var/mob/M = m M.playsound_local(M, null, volume, vary, frequency, null, channel, pressure_affected, S) /mob/proc/stop_sound_channel(chan) SEND_SOUND(src, sound(null, repeat = 0, wait = 0, channel = chan)) /mob/proc/set_sound_channel_volume(channel, volume) var/sound/S = sound(null, FALSE, FALSE, channel, volume) S.status = SOUND_UPDATE SEND_SOUND(src, S) /client/proc/playtitlemusic(vol = 85) set waitfor = FALSE UNTIL(SSticker.login_music) //wait for SSticker init to set the login music if(prefs.toggles & SOUND_LOBBY) SEND_SOUND(src, sound(SSticker.login_music, repeat = 0, wait = 0, volume = vol, channel = CHANNEL_LOBBYMUSIC)) // MAD JAMS /proc/get_rand_frequency() return rand(32000, 55000) //Frequency stuff only works with 45kbps oggs. //Unlike TG, we use singletons here, so this is different, for now /proc/get_sfx(soundin) if(isfile(soundin) || (istext(soundin) && !ispath(soundin)) || istype(soundin, /sound)) return soundin var/singleton/sound_category/SC = GET_SINGLETON(soundin) if(!istype(SC)) CRASH("Non-decl path in get_sfx: [soundin]") return SC.get_sound() /singleton/sound_category var/list/sounds = list() /singleton/sound_category/proc/get_sound() return pick(sounds) /singleton/sound_category/blank_footsteps sounds = list('sound/effects/footstep/blank.ogg') /singleton/sound_category/catwalk_footstep sounds = list( 'sound/effects/footstep/catwalk1.ogg', 'sound/effects/footstep/catwalk2.ogg', 'sound/effects/footstep/catwalk3.ogg', 'sound/effects/footstep/catwalk4.ogg', 'sound/effects/footstep/catwalk5.ogg' ) /singleton/sound_category/wood_footstep sounds = list( 'sound/effects/footstep/wood1.ogg', 'sound/effects/footstep/wood2.ogg', 'sound/effects/footstep/wood3.ogg', 'sound/effects/footstep/wood4.ogg', 'sound/effects/footstep/wood5.ogg' ) /singleton/sound_category/tiles_footstep sounds = list( 'sound/effects/footstep/floor1.ogg', 'sound/effects/footstep/floor2.ogg', 'sound/effects/footstep/floor3.ogg', 'sound/effects/footstep/floor4.ogg', 'sound/effects/footstep/floor5.ogg' ) /singleton/sound_category/plating_footstep sounds = list( 'sound/effects/footstep/plating1.ogg', 'sound/effects/footstep/plating2.ogg', 'sound/effects/footstep/plating3.ogg', 'sound/effects/footstep/plating4.ogg', 'sound/effects/footstep/plating5.ogg' ) /singleton/sound_category/carpet_footstep sounds = list( 'sound/effects/footstep/carpet1.ogg', 'sound/effects/footstep/carpet2.ogg', 'sound/effects/footstep/carpet3.ogg', 'sound/effects/footstep/carpet4.ogg', 'sound/effects/footstep/carpet5.ogg' ) /singleton/sound_category/asteroid_footstep sounds = list( 'sound/effects/footstep/asteroid1.ogg', 'sound/effects/footstep/asteroid2.ogg', 'sound/effects/footstep/asteroid3.ogg', 'sound/effects/footstep/asteroid4.ogg', 'sound/effects/footstep/asteroid5.ogg' ) /singleton/sound_category/grass_footstep sounds = list( 'sound/effects/footstep/grass1.ogg', 'sound/effects/footstep/grass2.ogg', 'sound/effects/footstep/grass3.ogg', 'sound/effects/footstep/grass4.ogg' ) /singleton/sound_category/water_footstep sounds = list( 'sound/effects/footstep/water1.ogg', 'sound/effects/footstep/water2.ogg', 'sound/effects/footstep/water3.ogg', 'sound/effects/footstep/water4.ogg' ) /singleton/sound_category/lava_footstep sounds = list( 'sound/effects/footstep/lava1.ogg', 'sound/effects/footstep/lava2.ogg', 'sound/effects/footstep/lava3.ogg' ) /singleton/sound_category/snow_footstep sounds = list( 'sound/effects/footstep/snow1.ogg', 'sound/effects/footstep/snow2.ogg', 'sound/effects/footstep/snow3.ogg', 'sound/effects/footstep/snow4.ogg', 'sound/effects/footstep/snow5.ogg' ) /singleton/sound_category/sand_footstep sounds = list( 'sound/effects/footstep/sand1.ogg', 'sound/effects/footstep/sand2.ogg', 'sound/effects/footstep/sand3.ogg', 'sound/effects/footstep/sand4.ogg' ) /singleton/sound_category/glass_break_sound sounds = list( 'sound/effects/glass_break1.ogg', 'sound/effects/glass_break2.ogg', 'sound/effects/glass_break3.ogg' ) /singleton/sound_category/cardboard_break_sound sounds = list( 'sound/effects/cardboard_break1.ogg', 'sound/effects/cardboard_break2.ogg', 'sound/effects/cardboard_break3.ogg', ) /singleton/sound_category/wood_break_sound sounds = list( 'sound/effects/wood_break1.ogg', 'sound/effects/wood_break2.ogg', 'sound/effects/wood_break3.ogg' ) /singleton/sound_category/explosion_sound sounds = list( 'sound/effects/Explosion1.ogg', 'sound/effects/Explosion2.ogg' ) /singleton/sound_category/spark_sound sounds = list( 'sound/effects/sparks1.ogg', 'sound/effects/sparks2.ogg', 'sound/effects/sparks3.ogg', 'sound/effects/sparks4.ogg' ) /singleton/sound_category/rustle_sound sounds = list( 'sound/items/storage/rustle1.ogg', 'sound/items/storage/rustle2.ogg', 'sound/items/storage/rustle3.ogg', 'sound/items/storage/rustle4.ogg', 'sound/items/storage/rustle5.ogg' ) /singleton/sound_category/punch_sound sounds = list( 'sound/weapons/punch1.ogg', 'sound/weapons/punch2.ogg', 'sound/weapons/punch3.ogg', 'sound/weapons/punch4.ogg' ) /singleton/sound_category/punch_bassy_sound sounds = list( 'sound/weapons/punch1_bass.ogg', 'sound/weapons/punch2_bass.ogg', 'sound/weapons/punch3_bass.ogg', 'sound/weapons/punch4_bass.ogg' ) /singleton/sound_category/punchmiss_sound sounds = list( 'sound/weapons/punchmiss1.ogg', 'sound/weapons/punchmiss2.ogg' ) /singleton/sound_category/swing_hit_sound sounds = list( 'sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg' ) /singleton/sound_category/hiss_sound sounds = list( 'sound/voice/hiss1.ogg', 'sound/voice/hiss2.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss4.ogg' ) /singleton/sound_category/page_sound sounds = list( 'sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg', 'sound/effects/pageturn3.ogg' ) /singleton/sound_category/fracture_sound sounds = list( 'sound/effects/bonebreak1.ogg', 'sound/effects/bonebreak2.ogg', 'sound/effects/bonebreak3.ogg', 'sound/effects/bonebreak4.ogg' ) /singleton/sound_category/button_sound sounds = list( 'sound/machines/button1.ogg', 'sound/machines/button2.ogg', 'sound/machines/button3.ogg', 'sound/machines/button4.ogg' ) /singleton/sound_category/computerbeep_sound sounds = list( 'sound/machines/compbeep1.ogg', 'sound/machines/compbeep2.ogg', 'sound/machines/compbeep3.ogg', 'sound/machines/compbeep4.ogg', 'sound/machines/compbeep5.ogg' ) /singleton/sound_category/switch_sound sounds = list( 'sound/machines/switch1.ogg', 'sound/machines/switch2.ogg', 'sound/machines/switch3.ogg', 'sound/machines/switch4.ogg' ) /singleton/sound_category/keyboard_sound sounds = list( 'sound/machines/keyboard/keyboard1.ogg', 'sound/machines/keyboard/keyboard2.ogg', 'sound/machines/keyboard/keyboard3.ogg', 'sound/machines/keyboard/keyboard4.ogg', 'sound/machines/keyboard/keyboard5.ogg' ) /singleton/sound_category/pickaxe_sound sounds = list( 'sound/weapons/mine/pickaxe1.ogg', 'sound/weapons/mine/pickaxe2.ogg', 'sound/weapons/mine/pickaxe3.ogg', 'sound/weapons/mine/pickaxe4.ogg' ) /singleton/sound_category/glasscrack_sound sounds = list( 'sound/effects/glass_crack1.ogg', 'sound/effects/glass_crack2.ogg', 'sound/effects/glass_crack3.ogg', 'sound/effects/glass_crack4.ogg' ) /singleton/sound_category/bodyfall_sound sounds = list( 'sound/effects/bodyfall1.ogg', 'sound/effects/bodyfall2.ogg', 'sound/effects/bodyfall3.ogg', 'sound/effects/bodyfall4.ogg' ) /singleton/sound_category/bodyfall_skrell_sound sounds = list( 'sound/effects/bodyfall_skrell1.ogg', 'sound/effects/bodyfall_skrell2.ogg', 'sound/effects/bodyfall_skrell3.ogg', 'sound/effects/bodyfall_skrell4.ogg' ) /singleton/sound_category/bodyfall_machine_sound sounds = list( 'sound/effects/bodyfall_machine1.ogg', 'sound/effects/bodyfall_machine2.ogg' ) /singleton/sound_category/bulletflyby_sound sounds = list( 'sound/effects/bulletflyby1.ogg', 'sound/effects/bulletflyby2.ogg', 'sound/effects/bulletflyby3.ogg' ) /singleton/sound_category/crowbar_sound sounds = list( 'sound/items/crowbar1.ogg', 'sound/items/crowbar2.ogg', 'sound/items/crowbar3.ogg', 'sound/items/crowbar4.ogg' ) /singleton/sound_category/casing_drop_sound sounds = list( 'sound/items/drop/casing1.ogg', 'sound/items/drop/casing2.ogg', 'sound/items/drop/casing3.ogg', 'sound/items/drop/casing4.ogg', 'sound/items/drop/casing5.ogg', 'sound/items/drop/casing6.ogg', 'sound/items/drop/casing7.ogg', 'sound/items/drop/casing8.ogg', 'sound/items/drop/casing9.ogg', 'sound/items/drop/casing10.ogg', 'sound/items/drop/casing11.ogg', 'sound/items/drop/casing12.ogg', 'sound/items/drop/casing13.ogg', 'sound/items/drop/casing15.ogg', 'sound/items/drop/casing16.ogg', 'sound/items/drop/casing17.ogg', 'sound/items/drop/casing18.ogg', 'sound/items/drop/casing19.ogg', 'sound/items/drop/casing20.ogg', 'sound/items/drop/casing21.ogg', 'sound/items/drop/casing22.ogg', 'sound/items/drop/casing23.ogg', 'sound/items/drop/casing24.ogg', 'sound/items/drop/casing25.ogg' ) /singleton/sound_category/casing_drop_sound_shotgun sounds = list( 'sound/items/drop/casing_shotgun1.ogg', 'sound/items/drop/casing_shotgun2.ogg', 'sound/items/drop/casing_shotgun3.ogg', 'sound/items/drop/casing_shotgun4.ogg', 'sound/items/drop/casing_shotgun5.ogg' ) /singleton/sound_category/out_of_ammo sounds = list( 'sound/weapons/empty/empty2.ogg', 'sound/weapons/empty/empty3.ogg', 'sound/weapons/empty/empty4.ogg', 'sound/weapons/empty/empty5.ogg', 'sound/weapons/empty/empty6.ogg' ) /singleton/sound_category/out_of_ammo_revolver sounds = list( 'sound/weapons/empty/empty_revolver.ogg', 'sound/weapons/empty/empty_revolver3.ogg' ) /singleton/sound_category/out_of_ammo_rifle sounds = list( 'sound/weapons/empty/empty_rifle1.ogg', 'sound/weapons/empty/empty_rifle2.ogg' ) /singleton/sound_category/out_of_ammo_shotgun sounds = list( 'sound/weapons/empty/empty_shotgun1.ogg' ) /singleton/sound_category/metal_slide_reload sounds = list( 'sound/weapons/reloads/pistol_metal_slide1.ogg', 'sound/weapons/reloads/pistol_metal_slide2.ogg', 'sound/weapons/reloads/pistol_metal_slide3.ogg', 'sound/weapons/reloads/pistol_metal_slide4.ogg', 'sound/weapons/reloads/pistol_metal_slide5.ogg', 'sound/weapons/reloads/pistol_metal_slide6.ogg' ) /singleton/sound_category/polymer_slide_reload sounds = list( 'sound/weapons/reloads/pistol_polymer_slide1.ogg', 'sound/weapons/reloads/pistol_polymer_slide2.ogg', 'sound/weapons/reloads/pistol_polymer_slide3.ogg' ) /singleton/sound_category/rifle_slide_reload sounds = list( 'sound/weapons/reloads/rifle_slide.ogg', 'sound/weapons/reloads/rifle_slide2.ogg', 'sound/weapons/reloads/rifle_slide3.ogg', 'sound/weapons/reloads/rifle_slide4.ogg', 'sound/weapons/reloads/rifle_slide5.ogg', 'sound/weapons/reloads/rifle_slide6.ogg', 'sound/weapons/reloads/rifle_slide7.ogg', 'sound/weapons/reloads/rifle_slide8.ogg', 'sound/weapons/reloads/rifle_slide9.ogg' ) /singleton/sound_category/revolver_reload sounds = list( 'sound/weapons/reloads/revolver_reload.ogg' ) /singleton/sound_category/shotgun_pump sounds = list( 'sound/weapons/reloads/shotgun_pump2.ogg', 'sound/weapons/reloads/shotgun_pump3.ogg', 'sound/weapons/reloads/shotgun_pump4.ogg', 'sound/weapons/reloads/shotgun_pump5.ogg', 'sound/weapons/reloads/shotgun_pump6.ogg' ) /singleton/sound_category/shotgun_reload sounds = list( 'sound/weapons/reloads/reload_shell.ogg', 'sound/weapons/reloads/reload_shell2.ogg', 'sound/weapons/reloads/reload_shell3.ogg', 'sound/weapons/reloads/reload_shell4.ogg' ) /singleton/sound_category/heavy_machine_gun_reload sounds = list( 'sound/weapons/reloads/hmg_reload1.ogg', 'sound/weapons/reloads/hmg_reload2.ogg', 'sound/weapons/reloads/hmg_reload3.ogg' ) /singleton/sound_category/drillhit_sound sounds = list( 'sound/weapons/saw/drillhit1.ogg', 'sound/weapons/saw/drillhit2.ogg' ) /singleton/sound_category/generic_drop_sound sounds = list( 'sound/items/drop/generic1.ogg', 'sound/items/drop/generic2.ogg' ) /singleton/sound_category/generic_pickup_sound sounds = list( 'sound/items/pickup/generic1.ogg', 'sound/items/pickup/generic2.ogg', 'sound/items/pickup/generic3.ogg' ) /singleton/sound_category/generic_wield_sound sounds = list( 'sound/items/wield/generic1.ogg', 'sound/items/wield/generic2.ogg', 'sound/items/wield/generic3.ogg' ) /singleton/sound_category/generic_pour_sound sounds = list( 'sound/effects/pour1.ogg', 'sound/effects/pour2.ogg' ) /singleton/sound_category/wield_generic_sound sounds = list( 'sound/items/wield/generic1.ogg', 'sound/items/wield/generic2.ogg', 'sound/items/wield/generic3.ogg' ) /singleton/sound_category/sword_pickup_sound sounds = list( 'sound/items/pickup/sword1.ogg', 'sound/items/pickup/sword2.ogg', 'sound/items/pickup/sword3.ogg' ) /singleton/sound_category/sword_equip_sound sounds = list( 'sound/items/equip/sword1.ogg', 'sound/items/equip/sword2.ogg' ) /singleton/sound_category/gauss_fire_sound sounds = list( 'sound/weapons/gaussrifle1.ogg', 'sound/weapons/gaussrifle2.ogg' ) /singleton/sound_category/bottle_hit_intact_sound sounds = list( 'sound/weapons/bottlehit_intact1.ogg', 'sound/weapons/bottlehit_intact2.ogg', 'sound/weapons/bottlehit_intact3.ogg' ) /singleton/sound_category/bottle_hit_broken sounds = list( 'sound/weapons/bottlehit_broken1.ogg', 'sound/weapons/bottlehit_broken2.ogg', 'sound/weapons/bottlehit_broken3.ogg' ) /singleton/sound_category/tray_hit_sound sounds = list( 'sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg' ) /singleton/sound_category/grab_sound sounds = list( 'sound/weapons/grab/grab1.ogg', 'sound/weapons/grab/grab2.ogg', 'sound/weapons/grab/grab3.ogg', 'sound/weapons/grab/grab4.ogg', 'sound/weapons/grab/grab5.ogg' ) /singleton/sound_category/gunshots sounds = list( 'sound/weapons/gunshot/bolter.ogg', 'sound/weapons/laser1.ogg', 'sound/weapons/Laser2.ogg', 'sound/weapons/laser3.ogg', 'sound/weapons/lasercannonfire.ogg', 'sound/weapons/marauder.ogg', 'sound/weapons/laserdeep.ogg', 'sound/weapons/laserstrong.ogg', 'sound/weapons/gunshot/gunshot_dmr.ogg', 'sound/weapons/gunshot/gunshot_light.ogg', 'sound/weapons/gunshot/gunshot_mateba.ogg', 'sound/weapons/gunshot/gunshot_pistol.ogg', 'sound/weapons/gunshot/gunshot_revolver.ogg', 'sound/weapons/gunshot/gunshot_rifle.ogg', 'sound/weapons/gunshot/gunshot_saw.ogg', 'sound/weapons/gunshot/gunshot_shotgun.ogg', 'sound/weapons/gunshot/gunshot_shotgun2.ogg', 'sound/weapons/gunshot/gunshot_smg.ogg', 'sound/weapons/gunshot/gunshot_strong.ogg', 'sound/weapons/gunshot/gunshot_suppressed.ogg', 'sound/weapons/gunshot/gunshot_svd.ogg', 'sound/weapons/gunshot/gunshot_tommygun.ogg', 'sound/weapons/gunshot/gunshot1.ogg', 'sound/weapons/gunshot/gunshot2.ogg', 'sound/weapons/gunshot/gunshot3.ogg', 'sound/weapons/gunshot/musket.ogg', 'sound/weapons/gunshot/slammer.ogg' ) /singleton/sound_category/gunshots/ballistic sounds = list( 'sound/weapons/gunshot/gunshot_dmr.ogg', 'sound/weapons/gunshot/gunshot_light.ogg', 'sound/weapons/gunshot/gunshot_mateba.ogg', 'sound/weapons/gunshot/gunshot_pistol.ogg', 'sound/weapons/gunshot/gunshot_revolver.ogg', 'sound/weapons/gunshot/gunshot_rifle.ogg', 'sound/weapons/gunshot/gunshot_saw.ogg', 'sound/weapons/gunshot/gunshot_shotgun.ogg', 'sound/weapons/gunshot/gunshot_shotgun2.ogg', 'sound/weapons/gunshot/gunshot_smg.ogg', 'sound/weapons/gunshot/gunshot_strong.ogg', 'sound/weapons/gunshot/gunshot_suppressed.ogg', 'sound/weapons/gunshot/gunshot_svd.ogg', 'sound/weapons/gunshot/gunshot_tommygun.ogg', 'sound/weapons/gunshot/gunshot1.ogg', 'sound/weapons/gunshot/gunshot2.ogg', 'sound/weapons/gunshot/gunshot3.ogg', 'sound/weapons/gunshot/musket.ogg', 'sound/weapons/gunshot/slammer.ogg' ) /singleton/sound_category/gunshots/energy sounds = list( 'sound/weapons/gunshot/bolter.ogg', 'sound/weapons/laser1.ogg', 'sound/weapons/Laser2.ogg', 'sound/weapons/laser3.ogg', 'sound/weapons/lasercannonfire.ogg', 'sound/weapons/marauder.ogg', 'sound/weapons/laserdeep.ogg', 'sound/weapons/laserstrong.ogg' ) /singleton/sound_category/shaker_shaking sounds = list( 'sound/items/shaking1.ogg', 'sound/items/shaking2.ogg', 'sound/items/shaking3.ogg', 'sound/items/shaking4.ogg', 'sound/items/shaking5.ogg', 'sound/items/shaking6.ogg' ) /singleton/sound_category/shaker_lid_off sounds = list( 'sound/items/shaker_lid_off1.ogg', 'sound/items/shaker_lid_off2.ogg' ) /singleton/sound_category/boops sounds = list( 'sound/machines/boop1.ogg', 'sound/machines/boop2.ogg' ) /singleton/sound_category/quick_arcade // quick punchy arcade sounds sounds = list( 'sound/arcade/get_fuel.ogg', 'sound/arcade/heal.ogg', 'sound/arcade/hit.ogg', 'sound/arcade/kill_crew.ogg', 'sound/arcade/lose_fuel.ogg', 'sound/arcade/mana.ogg', 'sound/arcade/steal.ogg' ) /singleton/sound_category/footstep_skrell_sound sounds = list( 'sound/effects/footstep_skrell1.ogg', 'sound/effects/footstep_skrell2.ogg', 'sound/effects/footstep_skrell3.ogg', 'sound/effects/footstep_skrell4.ogg', 'sound/effects/footstep_skrell5.ogg', 'sound/effects/footstep_skrell6.ogg' ) /singleton/sound_category/hammer_sound sounds = list( 'sound/items/tools/hammer1.ogg', 'sound/items/tools/hammer2.ogg', 'sound/items/tools/hammer3.ogg', 'sound/items/tools/hammer4.ogg' ) /singleton/sound_category/shovel_sound sounds = list( 'sound/items/tools/shovel1.ogg', 'sound/items/tools/shovel2.ogg', 'sound/items/tools/shovel3.ogg' ) /singleton/sound_category/supermatter_calm sounds = list( 'sound/machines/sm/accent/normal/1.ogg', 'sound/machines/sm/accent/normal/2.ogg', 'sound/machines/sm/accent/normal/3.ogg', 'sound/machines/sm/accent/normal/4.ogg', 'sound/machines/sm/accent/normal/5.ogg', 'sound/machines/sm/accent/normal/6.ogg', 'sound/machines/sm/accent/normal/7.ogg', 'sound/machines/sm/accent/normal/8.ogg', 'sound/machines/sm/accent/normal/9.ogg', 'sound/machines/sm/accent/normal/10.ogg', 'sound/machines/sm/accent/normal/11.ogg', 'sound/machines/sm/accent/normal/12.ogg', 'sound/machines/sm/accent/normal/13.ogg', 'sound/machines/sm/accent/normal/14.ogg', 'sound/machines/sm/accent/normal/15.ogg', 'sound/machines/sm/accent/normal/16.ogg', 'sound/machines/sm/accent/normal/17.ogg', 'sound/machines/sm/accent/normal/18.ogg', 'sound/machines/sm/accent/normal/19.ogg', 'sound/machines/sm/accent/normal/20.ogg', 'sound/machines/sm/accent/normal/21.ogg', 'sound/machines/sm/accent/normal/22.ogg', 'sound/machines/sm/accent/normal/23.ogg', 'sound/machines/sm/accent/normal/24.ogg', 'sound/machines/sm/accent/normal/25.ogg', 'sound/machines/sm/accent/normal/26.ogg', 'sound/machines/sm/accent/normal/27.ogg', 'sound/machines/sm/accent/normal/28.ogg', 'sound/machines/sm/accent/normal/29.ogg', 'sound/machines/sm/accent/normal/30.ogg', 'sound/machines/sm/accent/normal/31.ogg', 'sound/machines/sm/accent/normal/32.ogg', 'sound/machines/sm/accent/normal/33.ogg' ) /singleton/sound_category/supermatter_delam sounds = list( 'sound/machines/sm/accent/delam/1.ogg', 'sound/machines/sm/accent/delam/2.ogg', 'sound/machines/sm/accent/delam/3.ogg', 'sound/machines/sm/accent/delam/4.ogg', 'sound/machines/sm/accent/delam/5.ogg', 'sound/machines/sm/accent/delam/6.ogg', 'sound/machines/sm/accent/delam/7.ogg', 'sound/machines/sm/accent/delam/8.ogg', 'sound/machines/sm/accent/delam/9.ogg', 'sound/machines/sm/accent/delam/10.ogg', 'sound/machines/sm/accent/delam/11.ogg', 'sound/machines/sm/accent/delam/12.ogg', 'sound/machines/sm/accent/delam/13.ogg', 'sound/machines/sm/accent/delam/14.ogg', 'sound/machines/sm/accent/delam/15.ogg', 'sound/machines/sm/accent/delam/16.ogg', 'sound/machines/sm/accent/delam/17.ogg', 'sound/machines/sm/accent/delam/18.ogg', 'sound/machines/sm/accent/delam/19.ogg', 'sound/machines/sm/accent/delam/20.ogg', 'sound/machines/sm/accent/delam/21.ogg', 'sound/machines/sm/accent/delam/22.ogg', 'sound/machines/sm/accent/delam/23.ogg', 'sound/machines/sm/accent/delam/24.ogg', 'sound/machines/sm/accent/delam/25.ogg', 'sound/machines/sm/accent/delam/26.ogg', 'sound/machines/sm/accent/delam/27.ogg', 'sound/machines/sm/accent/delam/28.ogg', 'sound/machines/sm/accent/delam/29.ogg', 'sound/machines/sm/accent/delam/30.ogg', 'sound/machines/sm/accent/delam/31.ogg', 'sound/machines/sm/accent/delam/32.ogg', 'sound/machines/sm/accent/delam/33.ogg' ) /singleton/sound_category/rip_sound sounds = list( 'sound/items/rip1.ogg', 'sound/items/rip2.ogg', 'sound/items/rip3.ogg', 'sound/items/rip4.ogg' ) /singleton/sound_category/ointment_sound sounds = list( 'sound/items/ointment1.ogg', 'sound/items/ointment2.ogg', 'sound/items/ointment3.ogg' ) /singleton/sound_category/clown_sound sounds = list( 'sound/effects/clownstep1.ogg', 'sound/effects/clownstep2.ogg' ) /singleton/sound_category/hivebot_melee sounds = list( 'sound/effects/creatures/hivebot/hivebot-attack.ogg', 'sound/effects/creatures/hivebot/hivebot-attack-001.ogg' ) /singleton/sound_category/hivebot_wail sounds = list( 'sound/effects/creatures/hivebot/hivebot-bark-001.ogg', 'sound/effects/creatures/hivebot/hivebot-bark-003.ogg', 'sound/effects/creatures/hivebot/hivebot-bark-005.ogg', ) /singleton/sound_category/print_sound sounds = list( 'sound/items/polaroid1.ogg', 'sound/items/polaroid2.ogg' )