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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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@@ -40,7 +40,7 @@
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///What projectile type are we shooting?
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var/projectile_type = /obj/projectile/beam/emitter/hitscan
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///What's the projectile sound?
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var/projectile_sound = 'sound/weapons/emitter.ogg'
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var/projectile_sound = 'sound/items/weapons/emitter.ogg'
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///Sparks emitted with every shot
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var/datum/effect_system/spark_spread/sparks
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///Stores the type of gun we are using inside the emitter
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@@ -407,7 +407,7 @@
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//BUCKLE HOOKS
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/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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playsound(src,'sound/vehicles/mecha/mechmove01.ogg', 50, TRUE)
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manual = FALSE
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for(var/obj/item/item in buckled_mob.held_items)
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if(istype(item, /obj/item/turret_control))
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@@ -428,7 +428,7 @@
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return
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buckled_mob.forceMove(get_turf(src))
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..()
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playsound(src, 'sound/mecha/mechmove01.ogg', 50, TRUE)
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playsound(src, 'sound/vehicles/mecha/mechmove01.ogg', 50, TRUE)
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buckled_mob.pixel_y = 14
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layer = 4.1
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if(buckled_mob.client)
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@@ -461,7 +461,7 @@
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/datum/action/innate/proto_emitter/firing/Activate()
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if(proto_emitter.manual)
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playsound(proto_emitter,'sound/mecha/mechmove01.ogg', 50, TRUE)
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playsound(proto_emitter,'sound/vehicles/mecha/mechmove01.ogg', 50, TRUE)
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proto_emitter.manual = FALSE
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name = "Switch to Manual Firing"
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desc = "The emitter will only fire on your command and at your designated target"
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@@ -471,7 +471,7 @@
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qdel(item)
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build_all_button_icons()
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return
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playsound(proto_emitter,'sound/mecha/mechmove01.ogg', 50, TRUE)
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playsound(proto_emitter,'sound/vehicles/mecha/mechmove01.ogg', 50, TRUE)
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name = "Switch to Automatic Firing"
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desc = "Emitters will switch to periodic firing at your last target"
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button_icon_state = "mech_zoom_off"
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@@ -553,7 +553,7 @@
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emitter.fire_beam(user)
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delay = world.time + 10
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else if (emitter.charge < 10)
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playsound(src,'sound/machines/buzz-sigh.ogg', 50, TRUE)
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playsound(src,'sound/machines/buzz/buzz-sigh.ogg', 50, TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/power/emitter/ctf
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@@ -68,7 +68,7 @@
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))
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send_to_playing_players(span_narsie("NAR'SIE HAS RISEN"))
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sound_to_playing_players('sound/creatures/narsie_rises.ogg')
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sound_to_playing_players('sound/music/antag/bloodcult/narsie_rises.ogg')
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var/area/area = get_area(src)
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if(area)
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@@ -124,7 +124,7 @@
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summon_objective.killed = TRUE
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send_to_playing_players(span_narsie(span_bold(pick("Nooooo...", "Not die. How-", "Die. Mort-", "Sas tyen re-"))))
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sound_to_playing_players('sound/magic/demon_dies.ogg', 50)
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sound_to_playing_players('sound/effects/magic/demon_dies.ogg', 50)
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/obj/narsie/vv_get_dropdown()
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. = ..()
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@@ -253,21 +253,21 @@
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///First crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_begin_check()
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if(QDELETED(GLOB.cult_narsie)) // uno
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priority_announce("Status report? We detected an anomaly, but it disappeared almost immediately.","[command_name()] Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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priority_announce("Status report? We detected an anomaly, but it disappeared almost immediately.","[command_name()] Higher Dimensional Affairs", 'sound/announcer/notice/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce(
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text = "An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.",
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title = "[command_name()] Higher Dimensional Affairs",
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sound = 'sound/misc/airraid.ogg',
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sound = 'sound/announcer/alarm/airraid.ogg',
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)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_second_check)), 50 SECONDS)
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///Second crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_second_check()
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if(QDELETED(GLOB.cult_narsie)) // dos
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priority_announce("Simulations aborted, sensors report that the acasual event is normalizing. Good work, crew.","[command_name()] Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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priority_announce("Simulations aborted, sensors report that the acasual event is normalizing. Good work, crew.","[command_name()] Higher Dimensional Affairs", 'sound/announcer/notice/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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@@ -284,7 +284,7 @@
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///Third crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_apocalypse()
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if(QDELETED(GLOB.cult_narsie)) // tres
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priority_announce("Normalization detected! Abort the solution package!","[command_name()] Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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priority_announce("Normalization detected! Abort the solution package!","[command_name()] Higher Dimensional Affairs", 'sound/announcer/notice/notice1.ogg')
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SSshuttle.clearHostileEnvironment(GLOB.cult_narsie)
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_last_second_win)), 2 SECONDS)
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