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* Added the option to manually change the looping sound channel volume in the SFX Preferences tab. AI usage disclosure: The code for this was created in-part using GPT 5.6 Sol. --------- Signed-off-by: Geeves <22774890+Geevies@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
200 lines
7.6 KiB
Plaintext
200 lines
7.6 KiB
Plaintext
//max channel is 1024. Only go lower from here, because byond tends to pick the first available channel to play sounds on
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#define CHANNEL_MASTER_VOLUME 1024
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#define CHANNEL_LOBBYMUSIC 1023
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#define CHANNEL_ADMIN 1022
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#define CHANNEL_VOX 1021
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#define CHANNEL_JUKEBOX 1020
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#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
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#define CHANNEL_AMBIENCE 1018
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#define CHANNEL_BUZZ 1017
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#define CHANNEL_SOUND_EFFECTS 1016
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#define CHANNEL_SOUND_FOOTSTEPS 1015
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#define CHANNEL_WEATHER 1014
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#define CHANNEL_MACHINERY 1013
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#define CHANNEL_INSTRUMENTS 1012
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#define CHANNEL_MOB_SOUNDS 1011
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// Client preference volume channels. These are separate from BYOND's playback channels above.
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#define SOUND_VOLUME_CHANNEL_LOOPING 1
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/// Default range of a sound.
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#define SOUND_RANGE 17
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#define MEDIUM_RANGE_SOUND_EXTRARANGE -5
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/// Default extra range for sounds considered to be quieter
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#define SHORT_RANGE_SOUND_EXTRARANGE -9
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/// The range deducted from sound range for things that are considered silent / sneaky
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#define SILENCED_SOUND_EXTRARANGE -11
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/// Percentage of sound's range where no falloff is applied
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/// For a normal sound this would be 1 tile of no falloff
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#define SOUND_DEFAULT_FALLOFF_DISTANCE 1
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/// The default exponent of sound falloff
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#define SOUND_FALLOFF_EXPONENT 6
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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
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//KEEP IT UPDATED
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#define CHANNEL_HIGHEST_AVAILABLE 1011
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#define MAX_INSTRUMENT_CHANNELS (128 * 6)
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#define SOUND_MINIMUM_PRESSURE 10
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#define INTERACTION_SOUND_RANGE_MODIFIER -3
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#define EQUIP_SOUND_VOLUME 30
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#define PICKUP_SOUND_VOLUME 15
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#define DROP_SOUND_VOLUME 20
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#define BLOCK_SOUND_VOLUME 70
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//default byond sound environments
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#define SOUND_ENVIRONMENT_OFF -2
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#define SOUND_ENVIRONMENT_NONE -1
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#define SOUND_ENVIRONMENT_GENERIC 0
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#define SOUND_ENVIRONMENT_PADDED_CELL 1
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#define SOUND_ENVIRONMENT_ROOM 2
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#define SOUND_ENVIRONMENT_BATHROOM 3
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#define SOUND_ENVIRONMENT_LIVINGROOM 4
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#define SOUND_ENVIRONMENT_STONEROOM 5
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#define SOUND_ENVIRONMENT_AUDITORIUM 6
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#define SOUND_ENVIRONMENT_CONCERT_HALL 7
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#define SOUND_ENVIRONMENT_CAVE 8
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#define SOUND_ENVIRONMENT_ARENA 9
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#define SOUND_ENVIRONMENT_HANGAR 10
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#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
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#define SOUND_ENVIRONMENT_HALLWAY 12
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#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
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#define SOUND_ENVIRONMENT_ALLEY 14
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#define SOUND_ENVIRONMENT_FOREST 15
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#define SOUND_ENVIRONMENT_CITY 16
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#define SOUND_ENVIRONMENT_MOUNTAINS 17
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#define SOUND_ENVIRONMENT_QUARRY 18
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#define SOUND_ENVIRONMENT_PLAIN 19
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#define SOUND_ENVIRONMENT_PARKING_LOT 20
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#define SOUND_ENVIRONMENT_SEWER_PIPE 21
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#define SOUND_ENVIRONMENT_UNDERWATER 22
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#define SOUND_ENVIRONMENT_DRUGGED 23
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#define SOUND_ENVIRONMENT_DIZZY 24
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#define SOUND_ENVIRONMENT_PSYCHOTIC 25
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//If we ever make custom ones add them here
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#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)
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//"sound areas": easy way of keeping different types of areas consistent.
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#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
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#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
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#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
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#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
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#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
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#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
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#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
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#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
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#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
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#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
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/**
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* List of all of our sound keys.
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* Used with /datum/sound_effect as the key.
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* See also 'code\game\sound\sound_keys\sound_keys.dm'
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*/
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#define SFX_ANIMAL_BEAR "animal_bear"
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#define SFX_ARCADE "arcade"
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#define SFX_BODYFALL "bodyfall"
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#define SFX_BODYFALL_MACHINE "bodyfall_machine"
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#define SFX_BODYFALL_SKRELL "bodyfall_skrell"
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#define SFX_BOTTLE_HIT_BROKEN "bottle_hit_broken"
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#define SFX_BOTTLE_HIT_INTACT "bottle_hit_intact"
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#define SFX_BREAK_CARDBOARD "break_cardboard"
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#define SFX_BREAK_GLASS "break_glass"
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#define SFX_BREAK_WOOD "break_wood"
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#define SFX_BULLET_MISS "bullet_miss"
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#define SFX_BUTTON "button"
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#define SFX_CASING_DROP "casing_drop"
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#define SFX_CASING_DROP_SHOTGUN "casing_drop_shotgun"
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#define SFX_COMPUTER_BEEP "computer_beep"
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#define SFX_COMPUTER_BOOP "computer_boop"
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#define SFX_CROWBAR "crowbar"
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#define SFX_DRILL_HIT "drill_hit"
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#define SFX_DROP "drop"
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#define SFX_ELECTRICAL_HUM "electrical_hum"
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#define SFX_ELECTRICAL_SPARK "electrical_sparm"
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#define SFX_EQUIP_SWORD "equip_sword"
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#define SFX_EXPLOSION "explosion"
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#define SFX_FIRE "fire"
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#define SFX_FOOTSTEP_ASTEROID "footstep_asteroid"
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#define SFX_FOOTSTEP_BLANK "footstep_blank"
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#define SFX_FOOTSTEP_CARPET "footstep_carpet"
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#define SFX_FOOTSTEP_CATWALK "footstep_catwalk"
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#define SFX_FOOTSTEP_CLOWN "footstep_clown"
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#define SFX_FOOTSTEP_GRASS "footstep_grass"
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#define SFX_FOOTSTEP_LAVA "footstep_lava"
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#define SFX_FOOTSTEP_PLATING "footstep_plating"
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#define SFX_FOOTSTEP_SAND "footstep_sand"
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#define SFX_FOOTSTEP_SKRELL "footstep_skrell"
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#define SFX_FOOTSTEP_SNOW "footstep_snow"
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#define SFX_FOOTSTEP_TILES "footstep_tiles"
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#define SFX_FOOTSTEP_UNATHI "footstep_unathi"
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#define SFX_FOOTSTEP_WATER "footstep_water"
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#define SFX_FOOTSTEP_WOOD "footstep_wood"
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#define SFX_FRACTURE "fracture"
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#define SFX_GLASS_CRACK "glass_crack"
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#define SFX_GRAB "grab"
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#define SFX_GUNSHOT_ANY "gunshot_any"
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#define SFX_GUNSHOT_BALLISTIC "gunshot_ballistic"
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#define SFX_GUNSHOT_ENERGY "gunshot_energy"
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#define SFX_HAMMER "hammer"
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#define SFX_HATCH_CLOSE "hatch_close"
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#define SFX_HATCH_OPEN "hatch_open"
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#define SFX_HISS "hiss"
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#define SFX_HIVEBOT_MELEE "hivebot_melee"
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#define SFX_HIVEBOT_WAIL "hivebot_wail"
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#define SFX_KEYBOARD "keyboard"
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#define SFX_OINTMENT "ointment"
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#define SFX_OUT_OF_AMMO "out_of_ammo"
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#define SFX_OUT_OF_AMMO_REVOLVER "out_of_ammo_revolver"
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#define SFX_OUT_OF_AMMO_RIFLE "out_of_ammo_rifle"
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#define SFX_OUT_OF_AMMO_SHOTGUN "out_of_ammo_shotgun"
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#define SFX_PAGE_TURN "page_turn"
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#define SFX_PICKAXE "pickaxe"
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#define SFX_PICKUP "pickup"
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#define SFX_PICKUP_SWORD "pickup_sword"
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#define SFX_POUR "pour"
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#define SFX_PRINT "print"
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#define SFX_PUMP_SHOTGUN "pump_shotgun"
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#define SFX_PUNCH "punch"
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#define SFX_PUNCH_BASSY "punch_bassy"
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#define SFX_PUNCH_MISS "punch_miss"
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#define SFX_RELOAD_HMG "reload_hmg"
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#define SFX_RELOAD_METAL_SLIDE "reload_metal_slide"
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#define SFX_RELOAD_POLYMER_SLIDE "reload_polymer_slide"
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#define SFX_RELOAD_REVOLVER "reload_revolver"
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#define SFX_RELOAD_RIFLE_SLIDE "reload_rifle_slide"
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#define SFX_RELOAD_SHOTGUN "reload_shotgun"
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#define SFX_RIP "rip"
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#define SFX_ROBOT_TALK "robot_talk"
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#define SFX_RUSTLE "rustle"
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#define SFX_SCREWDRIVER "screwdriver"
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#define SFX_SHAKER_LID_OFF "shaker_lid_off"
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#define SFX_SHAKER_SHAKING "shaker_shaking"
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#define SFX_SHOOT_GAUSS "shoot_gauss"
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#define SFX_SHOVEL "shovel"
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#define SFX_SM_CALM "sm_calm"
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#define SFX_SM_DELAM "sm_delam"
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#define SFX_SPARKS "sfx_sparks"
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#define SFX_STEAM_PIPE "steam_pipe"
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#define SFX_SWING_HIT "swing_hit"
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#define SFX_SWITCH "switch"
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#define SFX_TRAY_HIT "tray_hit"
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#define SFX_WIELD "wield"
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#define SFX_PLASTIC_DRY_FIRE "plastic_dry_fire"
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#define SFX_WHITEBOARD_SCRIBBLE "whiteboard_scribble"
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#define SFX_HEADSET_EQUIP "headset_equip"
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#define SFX_HEADSET_PICKUP "headset_pickup"
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#define SFX_CLOTH_DROP "cloth_drop"
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#define SFX_CLOTH_PICKUP "cloth_pickup"
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#define SFX_VISOR_DOWN "visor_down"
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#define SFX_VISOR_UP "visor_up"
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#define SFX_LIGHT_ARMOUR_FOOTSTEPS "light_armour_footsteps"
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#define SFX_HEAVY_ARMOUR_FOOTSTEPS "heavy_armour_footsteps"
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#define SFX_VOIDSUIT_FOOTSTEPS "voidsuit_footsteps"
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#define SFX_ARMOURED_VOIDSUIT_FOOTSTEPS "armoured_voidsuit_footsteps"
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