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_HEADSET_PICKUP "headset_pickup"
#define SFX_BANDAGE_BEGIN "bandage_begin" #define SFX_BANDAGE_BEGIN "bandage_begin"
#define SFX_BANDAGE_END "bandage_end" #define SFX_BANDAGE_END "bandage_end"
#define SFX_CLOTH_DROP "cloth_drop"
#define SFX_CLOTH_PICKUP "cloth_pickup"
// Standard is 44.1khz // Standard is 44.1khz
#define MIN_EMOTE_PITCH 40000 #define MIN_EMOTE_PITCH 40000

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

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@@ -381,6 +381,8 @@
var/obj/item/bodypart/gauzed_bodypart var/obj/item/bodypart/gauzed_bodypart
heal_end_sound = SFX_BANDAGE_END heal_end_sound = SFX_BANDAGE_END
heal_begin_sound = SFX_BANDAGE_BEGIN heal_begin_sound = SFX_BANDAGE_BEGIN
drop_sound = SFX_CLOTH_DROP
pickup_sound = SFX_CLOTH_PICKUP
/obj/item/stack/medical/gauze/Destroy(force) /obj/item/stack/medical/gauze/Destroy(force)
. = ..() . = ..()
@@ -583,6 +585,8 @@
repeating = TRUE repeating = TRUE
sanitization = 0.75 sanitization = 0.75
flesh_regeneration = 3 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. 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) grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
@@ -763,6 +767,8 @@
other_delay = 1 SECONDS other_delay = 1 SECONDS
grind_results = list(/datum/reagent/medicine/c2/libital = 2) grind_results = list(/datum/reagent/medicine/c2/libital = 2)
apply_verb = "applying to" 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 /obj/item/stack/medical/bandage/makeshift
name = "makeshift bandage" name = "makeshift bandage"

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

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

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@@ -814,4 +814,19 @@
'sound/items/gauze/bandage_end3.ogg', 'sound/items/gauze/bandage_end3.ogg',
'sound/items/gauze/bandage_end4.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 return soundin

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

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

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

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@@ -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

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