From 2ee3d602fc232f2e9fef01d761c44aa9563d96c2 Mon Sep 17 00:00:00 2001 From: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> Date: Thu, 9 Dec 2021 19:45:47 -0500 Subject: [PATCH] Increases volume of the sound effect for knocking on firelocks (#63053) Changed firelocks to have the same bash and knock sound effects as windows. Which increases the volume of the knock sound effect and also adds the bash sound effect. Also improves some of the code for firelock and window Firelocks already had the knock sound effect, but it is so quiet that you can barely hear it. The volume should be increased so that people can hear it. --- code/game/machinery/doors/firedoor.dm | 15 +++++++++---- code/game/objects/structures/window.dm | 30 +++++++++++++------------- 2 files changed, 26 insertions(+), 19 deletions(-) diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index 136a8953968..dfffa4a7ba8 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -25,6 +25,8 @@ var/boltslocked = TRUE var/list/affecting_areas var/being_held_open = FALSE + var/knock_sound = 'sound/effects/glassknock.ogg' + var/bash_sound = 'sound/effects/glassbash.ogg' /obj/machinery/door/firedoor/Initialize(mapload) . = ..() @@ -82,7 +84,7 @@ . = ..() INVOKE_ASYNC(src, .proc/latetoggle) -/obj/machinery/door/firedoor/attack_hand(mob/user, list/modifiers) +/obj/machinery/door/firedoor/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return @@ -90,9 +92,14 @@ return user.changeNext_move(CLICK_CD_MELEE) - user.visible_message(span_notice("[user] bangs on \the [src]."), \ - span_notice("You bang on \the [src].")) - playsound(loc, 'sound/effects/glassknock.ogg', 10, FALSE, frequency = 32000) + if(!user.combat_mode) + user.visible_message(span_notice("[user] knocks on [src]."), \ + span_notice("You knock on [src].")) + playsound(src, knock_sound, 50, TRUE) + else + user.visible_message(span_warning("[user] bashes [src]!"), \ + span_warning("You bash [src]!")) + playsound(src, bash_sound, 100, TRUE) /obj/machinery/door/firedoor/attackby(obj/item/C, mob/user, params) add_fingerprint(user) diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index c4196837489..fac6945ec3c 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -25,10 +25,10 @@ var/glass_amount = 1 var/mutable_appearance/crack_overlay var/real_explosion_block //ignore this, just use explosion_block - var/breaksound = "shatter" - var/knocksound = 'sound/effects/Glassknock.ogg' - var/bashsound = 'sound/effects/Glassbash.ogg' - var/hitsound = 'sound/effects/Glasshit.ogg' + var/break_sound = "shatter" + var/knock_sound = 'sound/effects/glassknock.ogg' + var/bash_sound = 'sound/effects/glassbash.ogg' + var/hit_sound = 'sound/effects/glasshit.ogg' flags_ricochet = RICOCHET_HARD receive_ricochet_chance_mod = 0.5 @@ -147,7 +147,7 @@ user.changeNext_move(CLICK_CD_MELEE) user.visible_message(span_notice("Something knocks on [src].")) add_fingerprint(user) - playsound(src, knocksound, 50, TRUE) + playsound(src, knock_sound, 50, TRUE) return COMPONENT_CANCEL_ATTACK_CHAIN @@ -167,11 +167,11 @@ if(!user.combat_mode) user.visible_message(span_notice("[user] knocks on [src]."), \ span_notice("You knock on [src].")) - playsound(src, knocksound, 50, TRUE) + playsound(src, knock_sound, 50, TRUE) else user.visible_message(span_warning("[user] bashes [src]!"), \ span_warning("You bash [src]!")) - playsound(src, bashsound, 100, TRUE) + playsound(src, bash_sound, 100, TRUE) /obj/structure/window/attack_paw(mob/user, list/modifiers) return attack_hand(user, modifiers) @@ -214,7 +214,7 @@ var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount) if (!QDELETED(G)) G.add_fingerprint(user) - playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE) + playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) to_chat(user, span_notice("You successfully disassemble [src].")) qdel(src) return @@ -266,18 +266,18 @@ switch(damage_type) if(BRUTE) if(damage_amount) - playsound(src, hitsound, 75, TRUE) + playsound(src, hit_sound, 75, TRUE) else playsound(src, 'sound/weapons/tap.ogg', 50, TRUE) if(BURN) - playsound(src, 'sound/items/Welder.ogg', 100, TRUE) + playsound(src, 'sound/items/welder.ogg', 100, TRUE) /obj/structure/window/deconstruct(disassembled = TRUE) if(QDELETED(src)) return if(!disassembled) - playsound(src, breaksound, 70, TRUE) + playsound(src, break_sound, 70, TRUE) if(!(flags_1 & NODECONSTRUCT_1)) for(var/obj/item/shard/debris in spawnDebris(drop_location())) transfer_fingerprints_to(debris) // transfer fingerprints to shards only @@ -734,10 +734,10 @@ can_atmos_pass = ATMOS_PASS_YES resistance_flags = FLAMMABLE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) - knocksound = "pageturn" - bashsound = 'sound/weapons/slashmiss.ogg' - breaksound = 'sound/items/poster_ripped.ogg' - hitsound = 'sound/weapons/slashmiss.ogg' + knock_sound = "pageturn" + bash_sound = 'sound/weapons/slashmiss.ogg' + break_sound = 'sound/items/poster_ripped.ogg' + hit_sound = 'sound/weapons/slashmiss.ogg' var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1) var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)