Reorganizes the sound folder (#86726)

## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
This commit is contained in:
grungussuss
2024-09-23 22:24:50 -07:00
committed by GitHub
parent 8c494a4736
commit 58501dce77
3639 changed files with 5089 additions and 5093 deletions
+6 -6
View File
@@ -70,16 +70,16 @@ SUBSYSTEM_DEF(ambience)
///A list of rare sound effects to fuck with players. No, it does not contain actual minecraft sounds anymore.
var/static/list/minecraft_cave_noises = list(
'sound/machines/airlock.ogg',
'sound/machines/airlock/airlock.ogg',
'sound/effects/snap.ogg',
'sound/effects/footstep/clownstep1.ogg',
'sound/effects/footstep/clownstep2.ogg',
'sound/items/welder.ogg',
'sound/items/welder2.ogg',
'sound/items/crowbar.ogg',
'sound/items/tools/welder.ogg',
'sound/items/tools/welder2.ogg',
'sound/items/tools/crowbar.ogg',
'sound/items/deconstruct.ogg',
'sound/ambience/source_holehit3.ogg',
'sound/ambience/cavesound3.ogg',
'sound/ambience/misc/source_holehit3.ogg',
'sound/ambience//misc/cavesound3.ogg',
)
/area/station/maintenance/play_ambience(mob/M, sound/override_sound, volume)
@@ -577,7 +577,7 @@
player_mind.add_antag_datum(/datum/antagonist/nightmare)
new_nightmare.set_species(/datum/species/shadow/nightmare)
playsound(new_nightmare, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
playsound(new_nightmare, 'sound/effects/magic/ethereal_exit.ogg', 50, TRUE, -1)
message_admins("[ADMIN_LOOKUPFLW(new_nightmare)] has been made into a Nightmare by the midround ruleset.")
log_dynamic("[key_name(new_nightmare)] was spawned as a Nightmare by the midround ruleset.")
return new_nightmare
@@ -618,7 +618,7 @@
player_mind.transfer_to(S)
player_mind.add_antag_datum(/datum/antagonist/space_dragon)
playsound(S, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
playsound(S, 'sound/effects/magic/ethereal_exit.ogg', 50, TRUE, -1)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Space Dragon by the midround ruleset.")
log_dynamic("[key_name(S)] was spawned as a Space Dragon by the midround ruleset.")
priority_announce("A large organic energy flux has been recorded near of [station_name()], please stand-by.", "Lifesign Alert")
@@ -930,7 +930,7 @@
new_datum.original_ref = WEAKREF(clone_victim.mind)
new_datum.setup_clone()
playsound(clone, 'sound/weapons/zapbang.ogg', 30, TRUE)
playsound(clone, 'sound/items/weapons/zapbang.ogg', 30, TRUE)
new /obj/item/storage/toolbox/mechanical(clone.loc) //so they dont get stuck in maints
message_admins("[ADMIN_LOOKUPFLW(clone)] has been made into a Paradox Clone by the midround ruleset.")
@@ -995,7 +995,7 @@
player_mind.special_role = antag_flag
player_mind.add_antag_datum(antag_datum)
playsound(voidwalker, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
playsound(voidwalker, 'sound/effects/magic/ethereal_exit.ogg', 50, TRUE, -1)
message_admins("[ADMIN_LOOKUPFLW(voidwalker)] has been made into a Voidwalker by the midround ruleset.")
log_dynamic("[key_name(voidwalker)] was spawned as a Voidwalker by the midround ruleset.")
return voidwalker
+1 -1
View File
@@ -521,7 +521,7 @@ ADMIN_VERB(check_bomb_impacts, R_DEBUG, "Check Bomb Impact", "See what the effec
* - [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_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)))
/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/explosion/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion/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.
+1 -1
View File
@@ -26,7 +26,7 @@ SUBSYSTEM_DEF(nightshift)
/datum/controller/subsystem/nightshift/proc/announce(message)
priority_announce(
text = message,
sound = 'sound/misc/notice2.ogg',
sound = 'sound/announcer/notice/notice2.ogg',
sender_override = "Automated Lighting System Announcement",
color_override = "grey",
)
+1 -1
View File
@@ -155,7 +155,7 @@ SUBSYSTEM_DEF(polling)
act_never = "[custom_link_style_start]<a href='?src=[REF(poll_alert_button)];never=1'[custom_link_style_end]>\[Never For This Round\]</a>"
if(!duplicate_message_check(alert_poll)) //Only notify people once. They'll notice if there are multiple and we don't want to spam people.
SEND_SOUND(candidate_mob, 'sound/misc/notice2.ogg')
SEND_SOUND(candidate_mob, 'sound/announcer/notice/notice2.ogg')
var/surrounding_icon
if(chat_text_border_icon)
var/image/surrounding_image
+4 -4
View File
@@ -281,7 +281,7 @@ SUBSYSTEM_DEF(shuttle)
priority_announce(
text = "Emergency shuttle uplink interference detected, shuttle call disabled while the system reinitializes. Estimated restore in [DisplayTimeText(lockout_timer, round_seconds_to = 60)].",
title = "Uplink Interference",
sound = 'sound/misc/announce_dig.ogg',
sound = 'sound/announcer/announcement/announce_dig.ogg',
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "grey",
)
@@ -295,7 +295,7 @@ SUBSYSTEM_DEF(shuttle)
priority_announce(
text= "Emergency shuttle uplink services are now back online.",
title = "Uplink Restored",
sound = 'sound/misc/announce_dig.ogg',
sound = 'sound/announcer/announcement/announce_dig.ogg',
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "green",
)
@@ -529,7 +529,7 @@ SUBSYSTEM_DEF(shuttle)
priority_announce(
text = "Departure has been postponed indefinitely pending conflict resolution.",
title = "Hostile Environment Detected",
sound = 'sound/misc/notice1.ogg',
sound = 'sound/announcer/notice/notice1.ogg',
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "grey",
)
@@ -539,7 +539,7 @@ SUBSYSTEM_DEF(shuttle)
priority_announce(
text = "You have [DisplayTimeText(emergency_dock_time)] to board the emergency shuttle.",
title = "Hostile Environment Resolved",
sound = 'sound/misc/announce_dig.ogg',
sound = 'sound/announcer/announcement/announce_dig.ogg',
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "green",
)
+2 -2
View File
@@ -489,7 +489,7 @@ SUBSYSTEM_DEF(ticker)
list_clear_nulls(queued_players)
for (var/mob/dead/new_player/new_player in queued_players)
to_chat(new_player, span_userdanger("The alive players limit has been released!<br><a href='?src=[REF(new_player)];late_join=override'>[html_encode(">>Join Game<<")]</a>"))
SEND_SOUND(new_player, sound('sound/misc/notice1.ogg'))
SEND_SOUND(new_player, sound('sound/announcer/notice/notice1.ogg'))
GLOB.latejoin_menu.ui_interact(new_player)
queued_players.len = 0
queue_delay = 0
@@ -504,7 +504,7 @@ SUBSYSTEM_DEF(ticker)
if(living_player_count() < hard_popcap)
if(next_in_line?.client)
to_chat(next_in_line, span_userdanger("A slot has opened! You have approximately 20 seconds to join. <a href='?src=[REF(next_in_line)];late_join=override'>\>\>Join Game\<\<</a>"))
SEND_SOUND(next_in_line, sound('sound/misc/notice1.ogg'))
SEND_SOUND(next_in_line, sound('sound/announcer/notice/notice1.ogg'))
next_in_line.ui_interact(next_in_line)
return
queued_players -= next_in_line //Client disconnected, remove he