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
+9 -9
View File
@@ -28,9 +28,9 @@
var/glass_amount = 1
var/real_explosion_block //ignore this, just use explosion_block
var/break_sound = SFX_SHATTER
var/knock_sound = 'sound/effects/glassknock.ogg'
var/bash_sound = 'sound/effects/glassbash.ogg'
var/hit_sound = 'sound/effects/glasshit.ogg'
var/knock_sound = 'sound/effects/glass/glassknock.ogg'
var/bash_sound = 'sound/effects/glass/glassbash.ogg'
var/hit_sound = 'sound/effects/glass/glasshit.ogg'
/// If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
var/bloodied = FALSE
///Datum that the shard and debris type is pulled from for when the glass is broken.
@@ -321,9 +321,9 @@
if(damage_amount)
playsound(src, hit_sound, 75, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
playsound(src, 'sound/items/tools/welder.ogg', 100, TRUE)
/obj/structure/window/atom_deconstruct(disassembled = TRUE)
@@ -450,7 +450,7 @@
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, forceMove), loc), time_to_go + time_to_return) //we back boys
addtimer(VARSET_CALLBACK(src, dramatically_disappearing, FALSE), time_to_go + time_to_return) //also set the var back
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_appearance)), time_to_go + time_to_return)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), get_turf(src), 'sound/effects/glass_reverse.ogg', 70, TRUE), time_to_go + time_to_return)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), get_turf(src), 'sound/effects/glass/glass_reverse.ogg', 70, TRUE), time_to_go + time_to_return)
var/obj/structure/grille/grill = take_grill ? (locate(/obj/structure/grille) in loc) : null
if(grill)
@@ -899,9 +899,9 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/frosted/spaw
resistance_flags = FLAMMABLE
armor_type = /datum/armor/none
knock_sound = SFX_PAGE_TURN
bash_sound = 'sound/weapons/slashmiss.ogg'
break_sound = 'sound/items/poster_ripped.ogg'
hit_sound = 'sound/weapons/slashmiss.ogg'
bash_sound = 'sound/items/weapons/slashmiss.ogg'
break_sound = 'sound/items/poster/poster_ripped.ogg'
hit_sound = 'sound/items/weapons/slashmiss.ogg'
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/structure_variations.dmi',icon_state = "paper-torn", layer = ABOVE_OBJ_LAYER - 0.1)
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/structure_variations.dmi',icon_state = "paper-whole", layer = ABOVE_OBJ_LAYER - 0.1)