mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-26 22:50:26 +01:00
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:
@@ -59,7 +59,7 @@
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/datum/status_effect/bugkiller_death/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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playsound(owner, 'sound/voice/human/malescream_1.ogg', 25, TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, frequency = 5)
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playsound(owner, 'sound/mobs/humanoids/human/scream/malescream_1.ogg', 25, TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, frequency = 5)
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to_chat(owner, span_userdanger("The world begins to go dark..."))
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owner.spasm_animation(spasm_loops)
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owner.adjust_eye_blur(duration)
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@@ -41,7 +41,7 @@
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)
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return
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var/turf/origin_turf = get_turf(organ)
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playsound(organ, 'sound/magic/forcewall.ogg', vol = 100)
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playsound(organ, 'sound/effects/magic/forcewall.ogg', vol = 100)
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new /obj/effect/temp_visual/curse_blast(origin_turf)
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organ.visible_message(span_revenwarning("[organ] explodes in a burst of dark energy!"))
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for(var/mob/living/target in range(1, origin_turf))
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@@ -45,7 +45,7 @@
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span_hear("You hear a thud."),
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COMBAT_MESSAGE_RANGE,
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)
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playsound(source, 'sound/weapons/tap.ogg', tap_vol, TRUE, -1)
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playsound(source, 'sound/items/weapons/tap.ogg', tap_vol, TRUE, -1)
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return SUCCESSFUL_BLOCK
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return NONE
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@@ -80,7 +80,7 @@
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if(user)
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target.balloon_alert(user, "access denied until delivery!")
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if(COOLDOWN_FINISHED(src, deny_cooldown))
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playsound(target, 'sound/machines/buzz-two.ogg', 30, TRUE)
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playsound(target, 'sound/machines/buzz/buzz-two.ogg', 30, TRUE)
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COOLDOWN_START(src, deny_cooldown, DENY_SOUND_COOLDOWN)
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return BLOCK_OPEN
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@@ -60,7 +60,7 @@
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message = span_warning("[attacker] starts forcing the [airlock_target] open!"),
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blind_message = span_hear("You hear a metal screeching sound."),
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)
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playsound(airlock_target, 'sound/machines/airlock_alien_prying.ogg', 100, TRUE)
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playsound(airlock_target, 'sound/machines/airlock/airlock_alien_prying.ogg', 100, TRUE)
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airlock_target.balloon_alert(attacker, "prying...")
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if(!do_after(attacker, pry_time, airlock_target))
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airlock_target.balloon_alert(attacker, "interrupted!")
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@@ -12,7 +12,7 @@
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/// Does the target crush and flatten whoever it falls on
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var/crushes_people = FALSE
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/// What sound is played when the target falls onto a mob
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var/impact_sound = 'sound/magic/clockwork/fellowship_armory.ogg' //CLANG
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var/impact_sound = 'sound/effects/magic/clockwork/fellowship_armory.ogg' //CLANG
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/datum/element/falling_hazard/Attach(datum/target, damage, wound_bonus, hardhat_safety, crushes, impact_sound)
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. = ..()
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@@ -52,7 +52,7 @@
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if(crushes_people)
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poor_target.Knockdown(0.25 SECONDS * fall_damage) // For a piano, that would be 15 seconds
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playsound(poor_target, 'sound/weapons/parry.ogg', 50, TRUE) // You PARRIED the falling object with your EPIC hardhat
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playsound(poor_target, 'sound/items/weapons/parry.ogg', 50, TRUE) // You PARRIED the falling object with your EPIC hardhat
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return
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var/obj/item/bodypart/target_head = poor_target.get_bodypart(BODY_ZONE_HEAD)
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@@ -54,7 +54,7 @@
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taker.add_mood_event(descriptor, /datum/mood_event/high_five_full_hand) // not so successful now!
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return COMPONENT_OFFER_INTERRUPT
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playsound(offerer, 'sound/weapons/slap.ogg', min(50 * slappers_giver, 300), TRUE, 1)
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playsound(offerer, 'sound/items/weapons/slap.ogg', min(50 * slappers_giver, 300), TRUE, 1)
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offerer.add_mob_memory(/datum/memory/high_five, deuteragonist = taker, high_five_type = descriptor, high_ten = high_ten)
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taker.add_mob_memory(/datum/memory/high_five, deuteragonist = offerer, high_five_type = descriptor, high_ten = high_ten)
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@@ -51,17 +51,17 @@
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var/target_brain_damage = target_brain.damage
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if(target_brain_damage < BRAIN_DAMAGE_MILD) //a healthy brain produces a normal reaction
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playsound(target, 'sound/weapons/punchmiss.ogg', 25, TRUE, -1)
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playsound(target, 'sound/items/weapons/punchmiss.ogg', 25, TRUE, -1)
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target.visible_message(span_danger("[target]'s leg kicks out sharply!"), \
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span_danger("Your leg kicks out sharply!"))
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else if(target_brain_damage < BRAIN_DAMAGE_SEVERE) //a mildly damaged brain produces a delayed reaction
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playsound(target, 'sound/weapons/punchmiss.ogg', 15, TRUE, -1)
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playsound(target, 'sound/items/weapons/punchmiss.ogg', 15, TRUE, -1)
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target.visible_message(span_danger("After a moment, [target]'s leg kicks out sharply!"), \
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span_danger("After a moment, your leg kicks out sharply!"))
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else if(target_brain_damage < BRAIN_DAMAGE_DEATH) //a severely damaged brain produces a delayed + weaker reaction
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playsound(target, 'sound/weapons/punchmiss.ogg', 5, TRUE, -1)
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playsound(target, 'sound/items/weapons/punchmiss.ogg', 5, TRUE, -1)
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target.visible_message(span_danger("After a moment, [target]'s leg kicks out weakly!"), \
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span_danger("After a moment, your leg kicks out weakly!"))
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@@ -51,7 +51,7 @@
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var/rip_time = (istype(target, /turf/closed/wall/r_wall) ? tear_time * reinforced_multiplier : tear_time) / 3
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if (rip_time > 0)
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tearer.visible_message(span_warning("[tearer] begins tearing through [target]!"))
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playsound(tearer, 'sound/machines/airlock_alien_prying.ogg', vol = 100, vary = TRUE)
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playsound(tearer, 'sound/machines/airlock/airlock_alien_prying.ogg', vol = 100, vary = TRUE)
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target.balloon_alert(tearer, "tearing...")
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if (!do_after(tearer, delay = rip_time, target = target, interaction_key = do_after_key))
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tearer.balloon_alert(tearer, "interrupted!")
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