mirror of
https://github.com/Bubberstation/Bubberstation.git
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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 /🆑
This commit is contained in:
@@ -12,7 +12,7 @@
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loot = list(/obj/effect/gibspawner/human)
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attack_verb_continuous = "beats"
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attack_verb_simple = "beat"
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attack_sound = 'sound/weapons/egloves.ogg'
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attack_sound = 'sound/items/weapons/egloves.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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r_hand = /obj/item/melee/baton/abductor
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var/projectile_deflect_chance = 0
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@@ -24,7 +24,7 @@
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/// Type of bullet we use
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var/casingtype = /obj/item/ammo_casing/energy/lasergun
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/weapons/laser2.ogg'
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var/projectilesound = 'sound/items/weapons/laser2.ogg'
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/// number of burst shots
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var/burst_shots = 1
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/// Time between taking shots
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@@ -21,7 +21,7 @@
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/// Type of bullet we use
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var/casingtype = /obj/item/ammo_casing/c45
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/weapons/gun/pistol/shot_alt.ogg'
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var/projectilesound = 'sound/items/weapons/gun/pistol/shot_alt.ogg'
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/// number of burst shots
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var/burst_shots
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/// Time between taking shots
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@@ -42,7 +42,7 @@
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/mob/living/basic/trooper/nanotrasen/ranged/smg
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ai_controller = /datum/ai_controller/basic_controller/trooper/ranged/burst
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casingtype = /obj/item/ammo_casing/c46x30mm
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projectilesound = 'sound/weapons/gun/smg/shot.ogg'
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projectilesound = 'sound/items/weapons/gun/smg/shot.ogg'
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r_hand = /obj/item/gun/ballistic/automatic/wt550
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burst_shots = 3
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ranged_cooldown = 3 SECONDS
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@@ -54,7 +54,7 @@
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casingtype = /obj/item/ammo_casing/a223/weak
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burst_shots = 4
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ranged_cooldown = 3 SECONDS
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projectilesound = 'sound/weapons/gun/smg/shot.ogg'
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projectilesound = 'sound/items/weapons/gun/smg/shot.ogg'
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r_hand = /obj/item/gun/ballistic/automatic/ar
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loot = list(/obj/effect/mob_spawn/corpse/human/nanotrasenassaultsoldier)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/nanotrasenassaultsoldier
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@@ -68,7 +68,7 @@
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unsuitable_cold_damage = 0
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casingtype = /obj/item/ammo_casing/energy/laser
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burst_shots = 3
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projectilesound = 'sound/weapons/laser.ogg'
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projectilesound = 'sound/items/weapons/laser.ogg'
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ranged_cooldown = 5 SECONDS
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faction = list(ROLE_DEATHSQUAD)
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loot = list(/obj/effect/gibspawner/human)
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@@ -23,7 +23,7 @@
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armour_penetration = 35
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/weapons/blade1.ogg'
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attack_sound = 'sound/items/weapons/blade1.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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loot = list(/obj/effect/mob_spawn/corpse/human/pirate/melee)
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light_range = 2
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@@ -57,7 +57,7 @@
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/// Type of bullet we use
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var/projectiletype = /obj/projectile/beam/laser
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/weapons/laser.ogg'
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var/projectilesound = 'sound/items/weapons/laser.ogg'
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/// number of burst shots
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var/burst_shots = 2
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/// Time between taking shots
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@@ -10,7 +10,7 @@
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faction = list(FACTION_RUSSIAN)
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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attack_sound = 'sound/items/weapons/bladeslice.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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mob_spawner = /obj/effect/mob_spawn/corpse/human/russian
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@@ -29,7 +29,7 @@
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/obj/item/gun/ballistic/revolver/nagant,
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)
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var/casingtype = /obj/item/ammo_casing/n762
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var/projectilesound = 'sound/weapons/gun/revolver/shot.ogg'
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var/projectilesound = 'sound/items/weapons/gun/revolver/shot.ogg'
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/mob/living/basic/trooper/russian/ranged/Initialize(mapload)
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. = ..()
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@@ -32,7 +32,7 @@
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loot = list(/obj/effect/gibspawner/human)
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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attack_sound = 'sound/items/weapons/bladeslice.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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r_hand = /obj/item/knife/combat/survival
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var/projectile_deflect_chance = 0
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@@ -67,7 +67,7 @@
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melee_damage_upper = 30
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/weapons/blade1.ogg'
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attack_sound = 'sound/items/weapons/blade1.ogg'
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armour_penetration = 35
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projectile_deflect_chance = 50
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light_range = 2
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@@ -105,7 +105,7 @@
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/// Type of bullet we use
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var/casingtype = /obj/item/ammo_casing/c9mm
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/weapons/gun/pistol/shot.ogg'
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var/projectilesound = 'sound/items/weapons/gun/pistol/shot.ogg'
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/// number of burst shots
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var/burst_shots
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/// Time between taking shots
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@@ -124,7 +124,7 @@
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AddComponent(/datum/component/ranged_mob_full_auto)
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/mob/living/basic/trooper/syndicate/ranged/infiltrator //shuttle loan event
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projectilesound = 'sound/weapons/gun/smg/shot_suppressed.ogg'
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projectilesound = 'sound/items/weapons/gun/smg/shot_suppressed.ogg'
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loot = list(/obj/effect/mob_spawn/corpse/human/syndicatesoldier)
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/mob/living/basic/trooper/syndicate/ranged/space
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@@ -148,7 +148,7 @@
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/mob/living/basic/trooper/syndicate/ranged/smg
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casingtype = /obj/item/ammo_casing/c45
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projectilesound = 'sound/weapons/gun/smg/shot.ogg'
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projectilesound = 'sound/items/weapons/gun/smg/shot.ogg'
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ai_controller = /datum/ai_controller/basic_controller/trooper/ranged/burst
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burst_shots = 3
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ranged_cooldown = 3 SECONDS
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@@ -236,7 +236,7 @@
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obj_damage = 0
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attack_verb_continuous = "cuts"
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attack_verb_simple = "cut"
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attack_sound = 'sound/weapons/bladeslice.ogg'
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attack_sound = 'sound/items/weapons/bladeslice.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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faction = list(ROLE_SYNDICATE)
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mob_size = MOB_SIZE_TINY
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@@ -10,7 +10,7 @@
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melee_damage_upper = 10
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attack_verb_continuous = "punches"
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attack_verb_simple = "punch"
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attack_sound = 'sound/weapons/punch1.ogg'
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attack_sound = 'sound/items/weapons/punch1.ogg'
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melee_attack_cooldown = 1.2 SECONDS
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combat_mode = TRUE
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unsuitable_atmos_damage = 7.5
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