diff --git a/code/controllers/subsystem/explosions.dm b/code/controllers/subsystem/explosions.dm index 59f81443a1c..8c235bcefb0 100644 --- a/code/controllers/subsystem/explosions.dm +++ b/code/controllers/subsystem/explosions.dm @@ -528,7 +528,7 @@ SUBSYSTEM_DEF(explosions) * - [creaking_sound][/sound]: The sound that plays when the station creaks during the explosion. * - [hull_creaking_sound][/sound]: The sound that plays when the station creaks after the explosion. */ -/datum/controller/subsystem/explosions/proc/shake_the_room(turf/epicenter, near_distance, far_distance, quake_factor, echo_factor, creaking, sound/near_sound = sound(get_sfx(SFX_SHATTER)), sound/far_sound = sound('sound/effects/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion_distant.ogg'), sound/creaking_sound = sound(get_sfx(SFX_EXPLOSION_CREAKING)), hull_creaking_sound = sound(get_sfx(SFX_HULL_CREAKING))) +/datum/controller/subsystem/explosions/proc/shake_the_room(turf/epicenter, near_distance, far_distance, quake_factor, echo_factor, creaking, sound/near_sound = sound(get_sfx(SFX_EXPLOSION)), sound/far_sound = sound('sound/effects/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion_distant.ogg'), sound/creaking_sound = sound(get_sfx(SFX_EXPLOSION_CREAKING)), hull_creaking_sound = sound(get_sfx(SFX_HULL_CREAKING))) var/frequency = get_rand_frequency() var/blast_z = epicenter.z if(isnull(creaking)) // Autoset creaking. diff --git a/code/game/objects/items/crab17.dm b/code/game/objects/items/crab17.dm index bab5a9a85b0..a4bf8080aaf 100644 --- a/code/game/objects/items/crab17.dm +++ b/code/game/objects/items/crab17.dm @@ -244,6 +244,6 @@ /obj/effect/dumpeet_target/proc/endLaunch() QDEL_NULL(DF) //Delete the falling machine effect, because at this point its animation is over. We dont use temp_visual because we want to manually delete it as soon as the pod appears - playsound(src, SFX_SHATTER, 80, TRUE) + playsound(src, SFX_EXPLOSION, 80, TRUE) dump.forceMove(get_turf(src)) qdel(src) //The target's purpose is complete. It can rest easy now diff --git a/code/game/sound.dm b/code/game/sound.dm index a790a653649..948182fbf2d 100644 --- a/code/game/sound.dm +++ b/code/game/sound.dm @@ -213,7 +213,7 @@ distance_multiplier - Can be used to multiply the distance at which the sound is switch(soundin) if (SFX_SHATTER) soundin = pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg') - if (SFX_EXPLOSION_CREAKING) + if (SFX_EXPLOSION) soundin = pick('sound/effects/explosion1.ogg','sound/effects/explosion2.ogg') if (SFX_EXPLOSION_CREAKING) soundin = pick('sound/effects/explosioncreak1.ogg', 'sound/effects/explosioncreak2.ogg') diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm index f2c0a87b5c4..96528307862 100644 --- a/code/modules/cargo/supplypod.dm +++ b/code/modules/cargo/supplypod.dm @@ -270,7 +270,7 @@ if (explosion_sum != 0) //If the explosion list isn't all zeroes, call an explosion explosion(turf_underneath, B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod), explosion_cause = src) //less advanced equipment than bluespace pod, so larger explosion when landing else if (!effectQuiet && !(pod_flags & FIRST_SOUNDS)) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true) - playsound(src, SFX_SHATTER, landingSound ? soundVolume * 0.25 : soundVolume, TRUE) + playsound(src, SFX_EXPLOSION, landingSound ? soundVolume * 0.25 : soundVolume, TRUE) if (landingSound) playsound(turf_underneath, landingSound, soundVolume, FALSE, FALSE) if (effectMissile) //If we are acting like a missile, then right after we land and finish fucking shit up w explosions, we should delete diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm index 84a024406b3..7e8fddc6f5d 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm @@ -321,7 +321,7 @@ if(ismineralturf(T)) var/turf/closed/mineral/M = T M.gets_drilled() - playsound(T, SFX_SHATTER, 80, TRUE) + playsound(T, SFX_EXPLOSION, 80, TRUE) new /obj/effect/hotspot(T) T.hotspot_expose(DRAKE_FIRE_TEMP, DRAKE_FIRE_EXPOSURE, 1) for(var/mob/living/L in T.contents)