Cloth handling sounds (#89293)

## About The Pull Request
4 variations of drop and pickup, applied to bedsheets, pillows,
bandages, regen meshes, surgical drapes.
We had a cloth drop/pickup sound but I didn't think it fit the stuff I
was applying it to so I made new ones, the old ones are still in just
renamed to cloth_...1.ogg


https://github.com/user-attachments/assets/60575f1e-56fd-489b-b363-49abd146cece
## Changelog
🆑 grungussuss
sound: new sounds for cloth items
/🆑
This commit is contained in:
grungussuss
2025-02-11 18:59:23 +03:00
committed by Roxy
parent 865e3b9eeb
commit 7caaeace01
20 changed files with 51 additions and 12 deletions

View File

@@ -325,6 +325,8 @@ GLOBAL_LIST_INIT(announcer_keys, list(
#define SFX_HEADSET_PICKUP "headset_pickup"
#define SFX_BANDAGE_BEGIN "bandage_begin"
#define SFX_BANDAGE_END "bandage_end"
#define SFX_CLOTH_DROP "cloth_drop"
#define SFX_CLOTH_PICKUP "cloth_pickup"
// Standard is 44.1khz
#define MIN_EMOTE_PITCH 40000

View File

@@ -22,6 +22,8 @@
var/hit_sound
///if we have a brick inside us
var/bricked = FALSE
drop_sound = SFX_CLOTH_DROP
pickup_sound = SFX_CLOTH_PICKUP
/obj/item/pillow/Initialize(mapload)
. = ..()

View File

@@ -381,6 +381,8 @@
var/obj/item/bodypart/gauzed_bodypart
heal_end_sound = SFX_BANDAGE_END
heal_begin_sound = SFX_BANDAGE_BEGIN
drop_sound = SFX_CLOTH_DROP
pickup_sound = SFX_CLOTH_PICKUP
/obj/item/stack/medical/gauze/Destroy(force)
. = ..()
@@ -583,6 +585,8 @@
repeating = TRUE
sanitization = 0.75
flesh_regeneration = 3
pickup_sound = SFX_CLOTH_PICKUP
drop_sound = SFX_CLOTH_DROP
var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
@@ -763,6 +767,8 @@
other_delay = 1 SECONDS
grind_results = list(/datum/reagent/medicine/c2/libital = 2)
apply_verb = "applying to"
pickup_sound = SFX_CLOTH_PICKUP
// add a better drop sound more fitting for a lil' itty bitty band-aid
/obj/item/stack/medical/bandage/makeshift
name = "makeshift bandage"

View File

@@ -528,9 +528,11 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
force = 0
throwforce = 0
merge_type = /obj/item/stack/sheet/cloth
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
drop_sound = 'sound/items/handling/cloth/cloth_drop1.ogg'
pickup_sound = 'sound/items/handling/cloth/cloth_pickup1.ogg'
grind_results = list(/datum/reagent/cellulose = 20)
pickup_sound = SFX_CLOTH_PICKUP
drop_sound = SFX_CLOTH_DROP
/obj/item/stack/sheet/cloth/get_main_recipes()
. = ..()
@@ -559,8 +561,8 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
force = 0
throwforce = 0
merge_type = /obj/item/stack/sheet/durathread
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
drop_sound = 'sound/items/handling/cloth/cloth_drop1.ogg'
pickup_sound = 'sound/items/handling/cloth/cloth_pickup1.ogg'
/obj/item/stack/sheet/durathread/Initialize(mapload)
. = ..()
@@ -590,8 +592,8 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
grind_results = list(/datum/reagent/cellulose = 20)
var/loom_result = /obj/item/stack/sheet/cloth
var/loom_time = 1 SECONDS
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
drop_sound = 'sound/items/handling/cloth/cloth_drop1.ogg'
pickup_sound = 'sound/items/handling/cloth/cloth_pickup1.ogg'
/obj/item/stack/sheet/cotton/Initialize(mapload)
. = ..()

View File

@@ -12,8 +12,8 @@ LINEN BINS
righthand_file = 'icons/mob/inhands/items/bedsheet_righthand.dmi'
icon_state = "sheetwhite"
inhand_icon_state = "sheetwhite"
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
drop_sound = SFX_CLOTH_DROP
pickup_sound = SFX_CLOTH_PICKUP
slot_flags = ITEM_SLOT_NECK
layer = BELOW_MOB_LAYER
throwforce = 0

View File

@@ -814,4 +814,19 @@
'sound/items/gauze/bandage_end3.ogg',
'sound/items/gauze/bandage_end4.ogg',
)
// Old cloth sounds are named cloth_...1.ogg, I wanted to keep them so these new ones go further down the line.
if(SFX_CLOTH_DROP)
soundin = pick(
'sound/items/handling/cloth/cloth_drop2.ogg',
'sound/items/handling/cloth/cloth_drop3.ogg',
'sound/items/handling/cloth/cloth_drop4.ogg',
'sound/items/handling/cloth/cloth_drop5.ogg',
)
if(SFX_CLOTH_PICKUP)
soundin = pick(
'sound/items/handling/cloth/cloth_pickup2.ogg',
'sound/items/handling/cloth/cloth_pickup3.ogg',
'sound/items/handling/cloth/cloth_pickup4.ogg',
'sound/items/handling/cloth/cloth_pickup5.ogg',
)
return soundin

View File

@@ -11,8 +11,8 @@
/obj/item/storage/belt/holster,
)
armor_type = /datum/armor/none
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
drop_sound = 'sound/items/handling/cloth/cloth_drop1.ogg'
pickup_sound = 'sound/items/handling/cloth/cloth_pickup1.ogg'
slot_flags = ITEM_SLOT_OCLOTHING
var/blood_overlay_type = "suit"
limb_integrity = 0 // disabled for most exo-suits

View File

@@ -10,8 +10,8 @@
armor_type = /datum/armor/clothing_under
supports_variations_flags = CLOTHING_DIGITIGRADE_MASK
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
drop_sound = 'sound/items/handling/cloth/cloth_drop1.ogg'
pickup_sound = 'sound/items/handling/cloth/cloth_pickup1.ogg'
limb_integrity = 30
interaction_flags_click = ALLOW_RESTING

View File

@@ -331,6 +331,8 @@
attack_verb_continuous = list("slaps")
attack_verb_simple = list("slap")
interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_IGNORE_MOBILITY
drop_sound = SFX_CLOTH_DROP
pickup_sound = SFX_CLOTH_PICKUP
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()

View File

@@ -0,0 +1,10 @@
{
cloth_drop1.ogg
cloth_drop2.ogg
cloth_drop3.ogg
cloth_drop4.ogg
cloth_pickup1.ogg
cloth_pickup2.ogg
cloth_pickup3.ogg
cloth_pickup4.ogg
} - made by sadboyssuss

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.