From 6bad54226b9336c0226fc451b3c037f6a54e1e6f Mon Sep 17 00:00:00 2001 From: YPO <30683121+YPOQ@users.noreply.github.com> Date: Tue, 22 Aug 2017 20:15:04 -0600 Subject: [PATCH] fixed sounds for nuke, redbutton, and talking action figure --- code/game/objects/items/toys.dm | 4 ++-- code/modules/chatter/chatter.dm | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 73d4bc03d9d..648047ab626 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -952,7 +952,7 @@ user.visible_message("[user] presses a button on [src].", "You activate [src], it plays a loud noise!", "You hear the click of a button.") sleep(5) icon_state = "nuketoy" - playsound(src, 'sound/machines/alarm.ogg', 100, 0, surround = 0) + playsound(src, 'sound/machines/alarm.ogg', 100, 0) sleep(135) icon_state = "nuketoycool" sleep(cooldown - world.time) @@ -1021,7 +1021,7 @@ if (cooldown < world.time) cooldown = (world.time + 300) // Sets cooldown at 30 seconds user.visible_message("[user] presses the big red button.", "You press the button, it plays a loud noise!", "The button clicks loudly.") - playsound(src, 'sound/effects/explosionfar.ogg', 50, 0, surround = 0) + playsound(src, 'sound/effects/explosionfar.ogg', 50, 0) for(var/mob/M in urange(10, src)) // Checks range if(!M.stat && !isAI(M)) // Checks to make sure whoever's getting shaken is alive/not the AI sleep(8) // Short delay to match up with the explosion sound diff --git a/code/modules/chatter/chatter.dm b/code/modules/chatter/chatter.dm index 4d1048e3ca9..2dfd0bd77d5 100644 --- a/code/modules/chatter/chatter.dm +++ b/code/modules/chatter/chatter.dm @@ -38,7 +38,7 @@ var/path = "sound/chatter/[phomeme]_[length].ogg" playsound(loc, path, - vol = 40, vary = 0, extrarange = 3, falloff = FALSE, surround = 1) + vol = 40, vary = 0, extrarange = 3, falloff = FALSE) sleep((length + 1) * chatter_get_sleep_multiplier(phomeme))