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
2024-09-24 08:24:50 +03:00
committed by GitHub
parent 8c494a4736
commit 58501dce77
3639 changed files with 5089 additions and 5093 deletions
@@ -196,7 +196,7 @@
/obj/item/modular_computer/pre_attack_secondary(atom/A, mob/living/user, params)
if(active_program?.tap(A, user, params))
user.do_attack_animation(A) //Emulate this animation since we kill the attack in three lines
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1) //Likewise for the tap sound
playsound(loc, 'sound/items/weapons/tap.ogg', get_clamped_volume(), TRUE, -1) //Likewise for the tap sound
addtimer(CALLBACK(src, PROC_REF(play_ping)), 0.5 SECONDS, TIMER_UNIQUE) //Slightly delayed ping to indicate success
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
@@ -288,7 +288,7 @@
to_chat(user, span_notice("You insert \the [inserting_id] into the card slot."))
balloon_alert(user, "inserted ID")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
playsound(src, 'sound/machines/terminal/terminal_insert_disc.ogg', 50, FALSE)
if(ishuman(loc))
var/mob/living/carbon/human/human_wearer = loc
@@ -322,7 +322,7 @@
if(!silent && !isnull(user))
to_chat(user, span_notice("You remove the card from the card slot."))
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
playsound(src, 'sound/machines/terminal/terminal_insert_disc.ogg', 50, FALSE)
balloon_alert(user, "removed ID")
if(ishuman(loc))
@@ -549,7 +549,7 @@
* The program calling this proc.
* The message that the program wishes to display.
*/
/obj/item/modular_computer/proc/alert_call(datum/computer_file/program/caller, alerttext, sound = 'sound/machines/twobeep_high.ogg')
/obj/item/modular_computer/proc/alert_call(datum/computer_file/program/caller, alerttext, sound = 'sound/machines/beep/twobeep_high.ogg')
if(!caller || !caller.alert_able || caller.alert_silenced || !alerttext) //Yeah, we're checking alert_able. No, you don't get to make alerts that the user can't silence.
return FALSE
playsound(src, sound, 50, TRUE)
@@ -559,13 +559,13 @@
if(!use_energy())
return
if(HAS_TRAIT(SSstation, STATION_TRAIT_PDA_GLITCHED))
playsound(src, pick('sound/machines/twobeep_voice1.ogg', 'sound/machines/twobeep_voice2.ogg'), 50, TRUE)
playsound(src, pick('sound/machines/beep/twobeep_voice1.ogg', 'sound/machines/beep/twobeep_voice2.ogg'), 50, TRUE)
else
playsound(src, 'sound/machines/twobeep_high.ogg', 50, TRUE)
playsound(src, 'sound/machines/beep/twobeep_high.ogg', 50, TRUE)
audible_message("*[ringtone]*")
/obj/item/modular_computer/proc/send_sound()
playsound(src, 'sound/machines/terminal_success.ogg', 15, TRUE)
playsound(src, 'sound/machines/terminal/terminal_success.ogg', 15, TRUE)
// Function used by NanoUI's to obtain data for header. All relevant entries begin with "PC_"
/obj/item/modular_computer/proc/get_header_data()
@@ -211,7 +211,7 @@
if("PC_Imprint_ID")
imprint_id()
UpdateDisplay()
playsound(src, 'sound/machines/terminal_processing.ogg', 15, TRUE)
playsound(src, 'sound/machines/terminal/terminal_processing.ogg', 15, TRUE)
if("PC_Pai_Interact")
switch(params["option"])
@@ -162,7 +162,7 @@
else
balloon_alert(user, "inserted [tool]")
inserted_item = tool
playsound(src, 'sound/machines/pda_button1.ogg', 50, TRUE)
playsound(src, 'sound/machines/pda_button/pda_button1.ogg', 50, TRUE)
return ITEM_INTERACT_SUCCESS
@@ -189,7 +189,7 @@
user.put_in_hands(inserted_item)
inserted_item = null
update_appearance()
playsound(src, 'sound/machines/pda_button2.ogg', 50, TRUE)
playsound(src, 'sound/machines/pda_button/pda_button2.ogg', 50, TRUE)
/obj/item/modular_computer/pda/proc/swap_pen(mob/user, obj/item/tool)
if(inserted_item)
@@ -197,7 +197,7 @@
user.put_in_hands(inserted_item)
inserted_item = tool
update_appearance()
playsound(src, 'sound/machines/pda_button1.ogg', 50, TRUE)
playsound(src, 'sound/machines/pda_button/pda_button1.ogg', 50, TRUE)
/obj/item/modular_computer/pda/proc/explode(mob/target, mob/bomber, from_message_menu = FALSE)
var/turf/current_turf = get_turf(src)