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
+2 -2
View File
@@ -109,7 +109,7 @@
if(burnt_out || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
set_light_on(TRUE)
addtimer(CALLBACK(src, PROC_REF(flash_end)), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
times_used++
@@ -328,7 +328,7 @@
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
update_icon(ALL, TRUE)
return TRUE
+1 -1
View File
@@ -59,7 +59,7 @@
//do the pulse & the scan
pulse()
audible_message("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>")
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
playsound(src, 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
toggle_scan()
/obj/item/assembly/health/proc/toggle_scan()
+1 -1
View File
@@ -164,7 +164,7 @@
message = span_infoplain("[icon2html(src, hearers(holder || src))] *beep* *beep* *beep*"),
hearing_distance = hearing_range,
)
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE, extrarange = hearing_range - SOUND_RANGE + 1, falloff_distance = hearing_range)
playsound(src, 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE, extrarange = hearing_range - SOUND_RANGE + 1, falloff_distance = hearing_range)
COOLDOWN_START(src, next_activate, 3 SECONDS)
/obj/item/assembly/infra/activate()
+2 -2
View File
@@ -89,7 +89,7 @@
to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
pulse()
update_appearance()
playsound(loc, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
playsound(loc, 'sound/items/weapons/handcuffs.ogg', 30, TRUE, -3)
/obj/item/assembly/mousetrap/update_icon_state()
icon_state = "mousetrap[armed ? "armed" : ""]"
@@ -174,7 +174,7 @@
to_chat(user, span_notice("You disarm [src]."))
armed = !armed
update_appearance()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
playsound(src, 'sound/items/weapons/handcuffs.ogg', 30, TRUE, -3)
// Clumsy check only
+1 -1
View File
@@ -94,7 +94,7 @@
pulse()
audible_message("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>", null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
hearing_mob.playsound_local(get_turf(src), 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
return TRUE
+2 -2
View File
@@ -46,7 +46,7 @@
user.set_suicide(TRUE)
user.adjustOxyLoss(200)//it sends an electrical pulse to their heart, killing them. or something.
user.death(FALSE)
playsound(user, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
playsound(user, 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
qdel(src)
/obj/item/assembly/signaler/Initialize(mapload)
@@ -171,7 +171,7 @@
pulse()
audible_message("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>", null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
hearing_mob.playsound_local(get_turf(src), 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
return TRUE
/obj/item/assembly/signaler/proc/set_frequency(new_frequency)
+1 -1
View File
@@ -58,7 +58,7 @@
pulse()
audible_message(span_infoplain("[icon2html(src, hearers(src))] *beep* *beep* *beep*"), null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
hearing_mob.playsound_local(get_turf(src), 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
if(loop)
timing = TRUE
update_appearance()