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
+1 -1
View File
@@ -59,7 +59,7 @@
/datum/status_effect/bugkiller_death/on_apply()
if(owner.stat == DEAD)
return FALSE
playsound(owner, 'sound/voice/human/malescream_1.ogg', 25, TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, frequency = 5)
playsound(owner, 'sound/mobs/humanoids/human/scream/malescream_1.ogg', 25, TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, frequency = 5)
to_chat(owner, span_userdanger("The world begins to go dark..."))
owner.spasm_animation(spasm_loops)
owner.adjust_eye_blur(duration)
+1 -1
View File
@@ -41,7 +41,7 @@
)
return
var/turf/origin_turf = get_turf(organ)
playsound(organ, 'sound/magic/forcewall.ogg', vol = 100)
playsound(organ, 'sound/effects/magic/forcewall.ogg', vol = 100)
new /obj/effect/temp_visual/curse_blast(origin_turf)
organ.visible_message(span_revenwarning("[organ] explodes in a burst of dark energy!"))
for(var/mob/living/target in range(1, origin_turf))
+1 -1
View File
@@ -45,7 +45,7 @@
span_hear("You hear a thud."),
COMBAT_MESSAGE_RANGE,
)
playsound(source, 'sound/weapons/tap.ogg', tap_vol, TRUE, -1)
playsound(source, 'sound/items/weapons/tap.ogg', tap_vol, TRUE, -1)
return SUCCESSFUL_BLOCK
return NONE
+1 -1
View File
@@ -80,7 +80,7 @@
if(user)
target.balloon_alert(user, "access denied until delivery!")
if(COOLDOWN_FINISHED(src, deny_cooldown))
playsound(target, 'sound/machines/buzz-two.ogg', 30, TRUE)
playsound(target, 'sound/machines/buzz/buzz-two.ogg', 30, TRUE)
COOLDOWN_START(src, deny_cooldown, DENY_SOUND_COOLDOWN)
return BLOCK_OPEN
+1 -1
View File
@@ -60,7 +60,7 @@
message = span_warning("[attacker] starts forcing the [airlock_target] open!"),
blind_message = span_hear("You hear a metal screeching sound."),
)
playsound(airlock_target, 'sound/machines/airlock_alien_prying.ogg', 100, TRUE)
playsound(airlock_target, 'sound/machines/airlock/airlock_alien_prying.ogg', 100, TRUE)
airlock_target.balloon_alert(attacker, "prying...")
if(!do_after(attacker, pry_time, airlock_target))
airlock_target.balloon_alert(attacker, "interrupted!")
+2 -2
View File
@@ -12,7 +12,7 @@
/// Does the target crush and flatten whoever it falls on
var/crushes_people = FALSE
/// What sound is played when the target falls onto a mob
var/impact_sound = 'sound/magic/clockwork/fellowship_armory.ogg' //CLANG
var/impact_sound = 'sound/effects/magic/clockwork/fellowship_armory.ogg' //CLANG
/datum/element/falling_hazard/Attach(datum/target, damage, wound_bonus, hardhat_safety, crushes, impact_sound)
. = ..()
@@ -52,7 +52,7 @@
if(crushes_people)
poor_target.Knockdown(0.25 SECONDS * fall_damage) // For a piano, that would be 15 seconds
playsound(poor_target, 'sound/weapons/parry.ogg', 50, TRUE) // You PARRIED the falling object with your EPIC hardhat
playsound(poor_target, 'sound/items/weapons/parry.ogg', 50, TRUE) // You PARRIED the falling object with your EPIC hardhat
return
var/obj/item/bodypart/target_head = poor_target.get_bodypart(BODY_ZONE_HEAD)
+1 -1
View File
@@ -54,7 +54,7 @@
taker.add_mood_event(descriptor, /datum/mood_event/high_five_full_hand) // not so successful now!
return COMPONENT_OFFER_INTERRUPT
playsound(offerer, 'sound/weapons/slap.ogg', min(50 * slappers_giver, 300), TRUE, 1)
playsound(offerer, 'sound/items/weapons/slap.ogg', min(50 * slappers_giver, 300), TRUE, 1)
offerer.add_mob_memory(/datum/memory/high_five, deuteragonist = taker, high_five_type = descriptor, high_ten = high_ten)
taker.add_mob_memory(/datum/memory/high_five, deuteragonist = offerer, high_five_type = descriptor, high_ten = high_ten)
+3 -3
View File
@@ -51,17 +51,17 @@
var/target_brain_damage = target_brain.damage
if(target_brain_damage < BRAIN_DAMAGE_MILD) //a healthy brain produces a normal reaction
playsound(target, 'sound/weapons/punchmiss.ogg', 25, TRUE, -1)
playsound(target, 'sound/items/weapons/punchmiss.ogg', 25, TRUE, -1)
target.visible_message(span_danger("[target]'s leg kicks out sharply!"), \
span_danger("Your leg kicks out sharply!"))
else if(target_brain_damage < BRAIN_DAMAGE_SEVERE) //a mildly damaged brain produces a delayed reaction
playsound(target, 'sound/weapons/punchmiss.ogg', 15, TRUE, -1)
playsound(target, 'sound/items/weapons/punchmiss.ogg', 15, TRUE, -1)
target.visible_message(span_danger("After a moment, [target]'s leg kicks out sharply!"), \
span_danger("After a moment, your leg kicks out sharply!"))
else if(target_brain_damage < BRAIN_DAMAGE_DEATH) //a severely damaged brain produces a delayed + weaker reaction
playsound(target, 'sound/weapons/punchmiss.ogg', 5, TRUE, -1)
playsound(target, 'sound/items/weapons/punchmiss.ogg', 5, TRUE, -1)
target.visible_message(span_danger("After a moment, [target]'s leg kicks out weakly!"), \
span_danger("After a moment, your leg kicks out weakly!"))
+1 -1
View File
@@ -51,7 +51,7 @@
var/rip_time = (istype(target, /turf/closed/wall/r_wall) ? tear_time * reinforced_multiplier : tear_time) / 3
if (rip_time > 0)
tearer.visible_message(span_warning("[tearer] begins tearing through [target]!"))
playsound(tearer, 'sound/machines/airlock_alien_prying.ogg', vol = 100, vary = TRUE)
playsound(tearer, 'sound/machines/airlock/airlock_alien_prying.ogg', vol = 100, vary = TRUE)
target.balloon_alert(tearer, "tearing...")
if (!do_after(tearer, delay = rip_time, target = target, interaction_key = do_after_key))
tearer.balloon_alert(tearer, "interrupted!")