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Adds more sounds to moisture traps (#94660)
## About The Pull Request Primarily adds a loop to moisture traps which is mostly silence, interrupted by the solemn sound of a water droplet falling. Just like the sprite be doing, y'know? I decided to make it a simple loop, instead of doing a little extra and setting that sprite animation up to play only when the sound effect plays, as I'd have to make moisture traps process to call `flick` - and I wasn't sure if that's worth it. The sound effect is from: https://freesound.org/people/mattfinarelli/sounds/533146/ ## Why It's Good For The Game Adds just a drop of ambience to the maintenance shafts. ## Changelog 🆑 sound: Added more atmospheric sounds to moisture traps /🆑
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@@ -0,0 +1,9 @@
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/// sound of a lone droplet hitting the water every once in a while like a broken faucet. used by moisture traps
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/datum/looping_sound/drip
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mid_sounds = 'sound/effects/droplet.ogg'
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mid_length = 30 SECONDS
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mid_length_vary = 15 SECONDS
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volume = 45
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vary = TRUE
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ignore_walls = FALSE
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falloff_distance = 5
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@@ -11,6 +11,8 @@ at the cost of risking a vicious bite.**/
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var/obj/item/hidden_item
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///This var determines if there is a chance to receive a bite when sticking your hand into the water.
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var/critter_infested = TRUE
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///A subtle loop which plays a drop of water sound every once in a while
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var/datum/looping_sound/drip/drip_sfx
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///weighted loot table for what loot you can find inside the moisture trap.
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///the actual loot isn't that great and should probably be improved and expanded later.
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var/static/list/loot_table = list(
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@@ -45,11 +47,14 @@ at the cost of risking a vicious bite.**/
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fish_source.fish_table[picked_item] = 5
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fish_source.fish_counts[picked_item] = 1;
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AddComponent(/datum/component/fishing_spot, fish_source)
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drip_sfx = new(src)
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drip_sfx.start()
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/obj/structure/moisture_trap/Destroy()
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if(hidden_item)
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QDEL_NULL(hidden_item)
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drip_sfx?.stop(TRUE)
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return ..()
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@@ -71,6 +76,7 @@ at the cost of risking a vicious bite.**/
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to_chat(user, span_warning("You need to lie down to reach into [src]."))
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return
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to_chat(user, span_notice("You reach down into the cold water of the basin."))
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playsound(src,'sound/effects/submerge.ogg', 25, TRUE)
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if(!do_after(user, 2 SECONDS, target = src))
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return
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if(hidden_item)
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@@ -109,6 +115,7 @@ at the cost of risking a vicious bite.**/
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return
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hidden_item = I
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to_chat(user, span_notice("You hide [I] inside the basin."))
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playsound(src,'sound/effects/splash.ogg', 55, TRUE)
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#define ALTAR_INACTIVE 0
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#define ALTAR_STAGEONE 1
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@@ -241,3 +241,5 @@ sound/mobs/non-humanoids/roro/roro_warble.ogg -- Made by cutting, adjusting pitc
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sound/effects/goresplat.ogg -- https://freesound.org/people/ThefitzyG/sounds/414296/ -- License: Creative Commons 0
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sound/music/antag/blobalert.ogg and sound/effects/blob/blobattack.ogg -- "SlimeAtk.WAV" by Jamius -- https://freesound.org/people/Jamius/sounds/41530/ -- License: Attribution 4.0
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sound/effect/droplet.ogg -- "Drop - Water" By mattfinarelli -- https://freesound.org/people/mattfinarelli/sounds/533146/ -- License: Creative Commons 0
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@@ -1755,6 +1755,7 @@
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#include "code\datums\looping_sounds\changeling_absorb.dm"
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#include "code\datums\looping_sounds\choking.dm"
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#include "code\datums\looping_sounds\cyborg.dm"
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#include "code\datums\looping_sounds\drip.dm"
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#include "code\datums\looping_sounds\item_sounds.dm"
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#include "code\datums\looping_sounds\machinery_sounds.dm"
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#include "code\datums\looping_sounds\music.dm"
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