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