//max channel is 1024. Only go lower from here, because byond tends to pick the first available channel to play sounds on #define CHANNEL_LOBBYMUSIC 1024 #define CHANNEL_ADMIN 1023 #define CHANNEL_VOX 1022 #define CHANNEL_JUKEBOX 1021 #define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats #define CHANNEL_BOSS_MUSIC 1019 #define CHANNEL_AMBIENCE 1018 #define CHANNEL_BUZZ 1017 #define CHANNEL_TRAITOR 1016 #define CHANNEL_CHARGED_SPELL 1015 #define CHANNEL_ELEVATOR 1014 ///Default range of a sound. #define SOUND_RANGE 17 #define MEDIUM_RANGE_SOUND_EXTRARANGE -5 ///default extra range for sounds considered to be quieter #define SHORT_RANGE_SOUND_EXTRARANGE -9 ///The range deducted from sound range for things that are considered silent / sneaky #define SILENCED_SOUND_EXTRARANGE -11 ///Percentage of sound's range where no falloff is applied #define SOUND_DEFAULT_FALLOFF_DISTANCE 1 //For a normal sound this would be 1 tile of no falloff ///The default exponent of sound falloff #define SOUND_FALLOFF_EXPONENT 6 //THIS SHOULD ALWAYS BE THE LOWEST ONE! //KEEP IT UPDATED #define CHANNEL_HIGHEST_AVAILABLE 1015 #define MAX_INSTRUMENT_CHANNELS (128 * 6) #define SOUND_MINIMUM_PRESSURE 10 #define INTERACTION_SOUND_RANGE_MODIFIER -3 #define EQUIP_SOUND_VOLUME 30 #define PICKUP_SOUND_VOLUME 15 #define DROP_SOUND_VOLUME 20 #define YEET_SOUND_VOLUME 90 #define BLOCK_SOUND_VOLUME 70 #define AMBIENCE_GENERIC "generic" #define AMBIENCE_HOLY "holy" #define AMBIENCE_DANGER "danger" #define AMBIENCE_RUINS "ruins" #define AMBIENCE_ENGI "engi" #define AMBIENCE_MINING "mining" #define AMBIENCE_ICEMOON "icemoon" #define AMBIENCE_MEDICAL "med" #define AMBIENCE_VIROLOGY "viro" #define AMBIENCE_SPOOKY "spooky" #define AMBIENCE_SPACE "space" #define AMBIENCE_MAINT "maint" #define AMBIENCE_AWAY "away" #define AMBIENCE_REEBE "reebe" //unused #define AMBIENCE_CREEPY "creepy" //not to be confused with spooky //default byond sound environments #define SOUND_ENVIRONMENT_NONE -1 #define SOUND_ENVIRONMENT_GENERIC 0 #define SOUND_ENVIRONMENT_PADDED_CELL 1 #define SOUND_ENVIRONMENT_ROOM 2 #define SOUND_ENVIRONMENT_BATHROOM 3 #define SOUND_ENVIRONMENT_LIVINGROOM 4 #define SOUND_ENVIRONMENT_STONEROOM 5 #define SOUND_ENVIRONMENT_AUDITORIUM 6 #define SOUND_ENVIRONMENT_CONCERT_HALL 7 #define SOUND_ENVIRONMENT_CAVE 8 #define SOUND_ENVIRONMENT_ARENA 9 #define SOUND_ENVIRONMENT_HANGAR 10 #define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11 #define SOUND_ENVIRONMENT_HALLWAY 12 #define SOUND_ENVIRONMENT_STONE_CORRIDOR 13 #define SOUND_ENVIRONMENT_ALLEY 14 #define SOUND_ENVIRONMENT_FOREST 15 #define SOUND_ENVIRONMENT_CITY 16 #define SOUND_ENVIRONMENT_MOUNTAINS 17 #define SOUND_ENVIRONMENT_QUARRY 18 #define SOUND_ENVIRONMENT_PLAIN 19 #define SOUND_ENVIRONMENT_PARKING_LOT 20 #define SOUND_ENVIRONMENT_SEWER_PIPE 21 #define SOUND_ENVIRONMENT_UNDERWATER 22 #define SOUND_ENVIRONMENT_DRUGGED 23 #define SOUND_ENVIRONMENT_DIZZY 24 #define SOUND_ENVIRONMENT_PSYCHOTIC 25 //If we ever make custom ones add them here #define SOUND_ENVIROMENT_PHASED list(1.8, 0.5, -1000, -4000, 0, 5, 0.1, 1, -15500, 0.007, 2000, 0.05, 0.25, 1, 1.18, 0.348, -5, 2000, 250, 0, 3, 100, 63) //"sound areas": easy way of keeping different types of areas consistent. #define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT #define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY #define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM #define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM #define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY #define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM #define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM #define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE #define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER #define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS #define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE #define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY ///Announcer audio keys #define ANNOUNCER_AIMALF "announcer_aimalf" #define ANNOUNCER_ALIENS "announcer_aliens" #define ANNOUNCER_ANIMES "announcer_animes" #define ANNOUNCER_GRANOMALIES "announcer_granomalies" #define ANNOUNCER_INTERCEPT "announcer_intercept" #define ANNOUNCER_IONSTORM "announcer_ionstorm" #define ANNOUNCER_METEORS "announcer_meteors" #define ANNOUNCER_OUTBREAK5 "announcer_outbreak5" #define ANNOUNCER_OUTBREAK7 "announcer_outbreak7" #define ANNOUNCER_POWEROFF "announcer_poweroff" #define ANNOUNCER_POWERON "announcer_poweron" #define ANNOUNCER_RADIATION "announcer_radiation" #define ANNOUNCER_SHUTTLECALLED "announcer_shuttlecalled" #define ANNOUNCER_SHUTTLEDOCK "announcer_shuttledock" #define ANNOUNCER_SHUTTLERECALLED "announcer_shuttlerecalled" #define ANNOUNCER_SPANOMALIES "announcer_spanomalies" /// Global list of all of our announcer keys. GLOBAL_LIST_INIT(announcer_keys, list( ANNOUNCER_AIMALF, ANNOUNCER_ALIENS, ANNOUNCER_ANIMES, ANNOUNCER_GRANOMALIES, ANNOUNCER_INTERCEPT, ANNOUNCER_IONSTORM, ANNOUNCER_METEORS, ANNOUNCER_OUTBREAK5, ANNOUNCER_OUTBREAK7, ANNOUNCER_POWEROFF, ANNOUNCER_POWERON, ANNOUNCER_RADIATION, ANNOUNCER_SHUTTLECALLED, ANNOUNCER_SHUTTLEDOCK, ANNOUNCER_SHUTTLERECALLED, ANNOUNCER_SPANOMALIES, )) /// List of all of our sound keys. #define SFX_BODYFALL "bodyfall" #define SFX_BULLET_MISS "bullet_miss" #define SFX_CAN_OPEN "can_open" #define SFX_CLOWN_STEP "clown_step" #define SFX_DESECRATION "desecration" #define SFX_EXPLOSION "explosion" #define SFX_EXPLOSION_CREAKING "explosion_creaking" #define SFX_HISS "hiss" #define SFX_HONKBOT_E "honkbot_e" #define SFX_GOOSE "goose" #define SFX_HULL_CREAKING "hull_creaking" #define SFX_HYPERTORUS_CALM "hypertorus_calm" #define SFX_HYPERTORUS_MELTING "hypertorus_melting" #define SFX_IM_HERE "im_here" #define SFX_LAW "law" #define SFX_PAGE_TURN "page_turn" #define SFX_PUNCH "punch" #define SFX_REVOLVER_SPIN "revolver_spin" #define SFX_RICOCHET "ricochet" #define SFX_RUSTLE "rustle" #define SFX_SHATTER "shatter" #define SFX_SM_CALM "sm_calm" #define SFX_SM_DELAM "sm_delam" #define SFX_SPARKS "sparks" #define SFX_SUIT_STEP "suit_step" #define SFX_SWING_HIT "swing_hit" #define SFX_TERMINAL_TYPE "terminal_type" #define SFX_WARPSPEED "warpspeed" #define SFX_CRUNCHY_BUSH_WHACK "crunchy_bush_whack" #define SFX_TREE_CHOP "tree_chop" #define SFX_ROCK_TAP "rock_tap" #define SFX_SEAR "sear"