Fix interaction sounds not working (#6053)

## About The Pull Request

the arguments for `SEND_SOUND` were switched, so even if a sound for an
interaction was set it would not work.

I have also changed it to use playsound instead (similarly to the
existing sound emotes see
[code/datums/emotes.dm:141](https://github.com/Bubberstation/Bubberstation/blob/master/code/datums/emotes.dm#L141))
that way it doesn't play at the default full volume (ouch) and would
sound as you expect it.
Only downside to this is that this would be audible to  ghosts as well.
I can just revert that change and just leave it at  
`SEND_SOUND(mob, sound(sound_cache, volume = 50))` if necessary.

while writing this pr I was thinking, maybe I could've also set vary to
true so the pitch changes as well, but I've not tested that yet and
maybe it actually sounds horrible.
## Why It's Good For The Game

If sounds are added to interactions, they would actually work.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/2cc8fe04-b6b5-4f21-8cc3-bac1cf6309e0

</details>

## Changelog
🆑
fix: fixed interaction sounds not working (if there was one)
/🆑
This commit is contained in:
Techbot121
2026-08-14 19:42:36 +02:00
committed by Maia
parent e75ca85436
commit 145cd4c1ff
@@ -121,8 +121,9 @@ GLOBAL_LIST_EMPTY_TYPED(interaction_instances, /datum/interaction)
message_admins("Deprecated sound handling for '[name]'. Correct format is a list with one entry. This message will only show once.")
sound_possible = list(sound_possible)
sound_cache = pick(sound_possible)
for(var/mob/mob in view(sound_range, user))
SEND_SOUND(sound_cache, mob)
// playsound()'s range is always SOUND_RANGE (15) + extrarange, so we offset by -SOUND_RANGE to make
// extrarange effectively equal to the JSON-defined sound_range instead of stacking on top of it.
playsound(source = user, soundin = sound_cache, vol = 50, vary = FALSE, extrarange = sound_range - SOUND_RANGE, ignore_walls = FALSE, volume_preference = /datum/preference/numeric/volume/sound_emote)
if(lewd)
user.adjust_pleasure(user_pleasure)