mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-23 21:18:37 +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:
@@ -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)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user