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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 /🆑
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@@ -117,15 +117,15 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
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/area/ruin/space/has_grav/syndicate_forgotten_ship
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name = "Syndicate Forgotten Ship"
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icon_state = "syndie-ship"
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ambientsounds = list('sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg', 'sound/ambience/ambigen8.ogg', 'sound/ambience/ambigen9.ogg')
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ambientsounds = list('sound/ambience/misc/ambidanger.ogg', 'sound/ambience/misc/ambidanger2.ogg', 'sound/ambience/general/ambigen8.ogg', 'sound/ambience/general/ambigen9.ogg')
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/area/ruin/space/has_grav/syndicate_forgotten_cargopod
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name = "Syndicate Forgotten Cargo pod"
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icon_state = "syndie-ship"
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ambientsounds = list('sound/ambience/ambigen3.ogg', 'sound/ambience/signal.ogg')
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ambientsounds = list('sound/ambience/general/ambigen3.ogg', 'sound/ambience/misc/signal.ogg')
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/area/ruin/space/has_grav/powered/syndicate_forgotten_vault
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name = "Syndicate Forgotten Vault"
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icon_state = "syndie-ship"
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ambientsounds = list('sound/ambience/ambitech2.ogg', 'sound/ambience/ambitech3.ogg')
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ambientsounds = list('sound/ambience/engineering/ambitech2.ogg', 'sound/ambience/engineering/ambitech3.ogg')
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area_flags = NOTELEPORT | UNIQUE_AREA
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@@ -327,8 +327,8 @@
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base_icon_state = "donk"
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stun_projectile = /obj/projectile/bullet/foam_dart/riot
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lethal_projectile = /obj/projectile/bullet/c9mm/blunttip
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lethal_projectile_sound = 'sound/weapons/gun/pistol/shot.ogg'
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stun_projectile_sound = 'sound/weapons/gun/pistol/shot.ogg'
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lethal_projectile_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
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stun_projectile_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
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desc = "A ballistic machine gun auto-turret with Donk Co. branding. It uses 9mm rounds."
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armor_type = /datum/armor/donk_turret
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scan_range = 6
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@@ -353,9 +353,9 @@
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icon_state = "red_lethal"
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base_icon_state = "red"
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stun_projectile = /obj/projectile/energy/electrode
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stun_projectile_sound = 'sound/weapons/taser.ogg'
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stun_projectile_sound = 'sound/items/weapons/taser.ogg'
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lethal_projectile = /obj/projectile/beam/laser/cybersun
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lethal_projectile_sound = 'sound/weapons/lasercannonfire.ogg'
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lethal_projectile_sound = 'sound/items/weapons/lasercannonfire.ogg'
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desc = "An energy gun auto-turret with Cybersun branding. It fires high-energy plasma beams that do a lot of damage, but it can be fairly slow."
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armor_type = /datum/armor/syndicate_shuttle
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scan_range = 6
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@@ -395,7 +395,7 @@ GLOBAL_VAR_INIT(hhMysteryRoomNumber, rand(1, 999999))
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has_gravity = TRUE
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area_flags = NOTELEPORT | HIDDEN_AREA
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static_lighting = TRUE
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ambientsounds = list('sound/ambience/servicebell.ogg')
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ambientsounds = list('sound/ambience/ruin/servicebell.ogg')
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var/roomnumber = 0
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var/obj/item/hilbertshotel/parentSphere
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var/datum/turf_reservation/reservation
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@@ -131,7 +131,7 @@
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/obj/lightning_thrower/process(seconds_per_tick)
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var/list/dirs = throw_diagonals ? GLOB.diagonals : GLOB.cardinals
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throw_diagonals = !throw_diagonals
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playsound(src, 'sound/magic/lightningbolt.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
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playsound(src, 'sound/effects/magic/lightningbolt.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
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for(var/direction in dirs)
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var/victim_turf = get_step(src, direction)
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if(isclosedturf(victim_turf))
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@@ -56,7 +56,7 @@
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(loc, 'sound/effects/attackblob.ogg', vol = 50, vary = TRUE, pressure_affected = FALSE)
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playsound(loc, 'sound/effects/blob/attackblob.ogg', vol = 50, vary = TRUE, pressure_affected = FALSE)
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else
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playsound(loc, 'sound/effects/meatslap.ogg', vol = 50, vary = TRUE, pressure_affected = FALSE)
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if(BURN)
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@@ -35,7 +35,7 @@
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update_appearance()
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/obj/machinery/mod_installer/proc/play_install_sound()
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playsound(src, 'sound/items/rped.ogg', 30, FALSE)
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playsound(src, 'sound/items/tools/rped.ogg', 30, FALSE)
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/obj/machinery/mod_installer/update_icon_state()
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icon_state = busy ? busy_icon_state : "[base_icon_state][state_open ? "_open" : null]"
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