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399 lines
16 KiB
Plaintext
399 lines
16 KiB
Plaintext
//max channel is 1024. Only go lower from here, because byond tends to pick the first available channel to play sounds on
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#define CHANNEL_LOBBYMUSIC 1024
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#define CHANNEL_ADMIN 1023
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#define CHANNEL_VOX 1022
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#define CHANNEL_JUKEBOX 1021
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#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
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#define CHANNEL_BOSS_MUSIC 1019
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#define CHANNEL_AMBIENCE 1018
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#define CHANNEL_BUZZ 1017
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#define CHANNEL_TRAITOR 1016
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#define CHANNEL_CHARGED_SPELL 1015
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#define CHANNEL_ELEVATOR 1014
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#define CHANNEL_ESCAPEMENU 1013
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#define CHANNEL_WEATHER 1012
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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
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//KEEP IT UPDATED
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#define CHANNEL_HIGHEST_AVAILABLE 1011
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#define MAX_INSTRUMENT_CHANNELS (128 * 6)
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// SKYRAT EDIT START
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#define CHANNEL_HEV 1005
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//SKYRAT EDIT CHANGE END
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/// This is the lowest volume that can be used by playsound otherwise it gets ignored
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/// Most sounds around 10 volume can barely be heard. Almost all sounds at 5 volume or below are inaudible
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/// This is to prevent sound being spammed at really low volumes due to distance calculations
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/// Recommend setting this to anywhere from 10-3 (or 0 to disable any sound minimum volume restrictions)
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/// Ex. For a 70 volume sound, 17 tile range, 3 exponent, 2 falloff_distance:
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/// Setting SOUND_AUDIBLE_VOLUME_MIN to 0 for the above will result in 17x17 radius (289 turfs)
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/// Setting SOUND_AUDIBLE_VOLUME_MIN to 5 for the above will result in 14x14 radius (196 turfs)
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/// Setting SOUND_AUDIBLE_VOLUME_MIN to 10 for the above will result in 11x11 radius (121 turfs)
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#define SOUND_AUDIBLE_VOLUME_MIN 3
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/* Calculates the max distance of a sound based on audible volume
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*
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* Note - you should NEVER pass in a volume that is lower than SOUND_AUDIBLE_VOLUME_MIN otherwise distance will be insanely large (like +250,000)
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*
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* Arguments:
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* * volume: The initial volume of the sound being played
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* * max_distance: The range of the sound in tiles (technically not real max distance since the furthest areas gets pruned due to SOUND_AUDIBLE_VOLUME_MIN)
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* * falloff_distance: Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
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* * falloff_exponent: Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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* Returns: The max distance of a sound based on audible volume range
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*/
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#define CALCULATE_MAX_SOUND_AUDIBLE_DISTANCE(volume, max_distance, falloff_distance, falloff_exponent)\
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floor(((((-(max(max_distance - falloff_distance, 0) ** (1 / falloff_exponent)) / volume) * (SOUND_AUDIBLE_VOLUME_MIN - volume)) ** falloff_exponent) + falloff_distance))
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/* Calculates the volume of a sound based on distance
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*
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* https://www.desmos.com/calculator/sqdfl8ipgf
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*
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* Arguments:
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* * volume: The initial volume of the sound being played
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* * distance: How far away the sound is in tiles from the source
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* * falloff_distance: Distance at which falloff begins. Sound is at peak volume (in regards to falloff) aslong as it is in this range.
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* * falloff_exponent: Rate of falloff for the audio. Higher means quicker drop to low volume. Should generally be over 1 to indicate a quick dive to 0 rather than a slow dive.
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* Returns: The max distance of a sound based on audible volume range
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*/
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#define CALCULATE_SOUND_VOLUME(volume, distance, max_distance, falloff_distance, falloff_exponent)\
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((max(distance - falloff_distance, 0) ** (1 / falloff_exponent)) / ((max(max_distance, distance) - falloff_distance) ** (1 / falloff_exponent)) * volume)
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///Default range of a sound.
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#define SOUND_RANGE 17
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#define MEDIUM_RANGE_SOUND_EXTRARANGE -5
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///default extra range for sounds considered to be quieter
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#define SHORT_RANGE_SOUND_EXTRARANGE -9
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///The range deducted from sound range for things that are considered silent / sneaky
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#define SILENCED_SOUND_EXTRARANGE -11
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///Percentage of sound's range where no falloff is applied
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#define SOUND_DEFAULT_FALLOFF_DISTANCE 1 //For a normal sound this would be 1 tile of no falloff
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///The default exponent of sound falloff
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#define SOUND_FALLOFF_EXPONENT 6
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#define SOUND_MINIMUM_PRESSURE 10
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#define INTERACTION_SOUND_RANGE_MODIFIER -3
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#define LIQUID_SLOSHING_SOUND_VOLUME 10
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#define PICKUP_SOUND_VOLUME 15
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#define DROP_SOUND_VOLUME 20
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#define EQUIP_SOUND_VOLUME 30
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#define HALFWAY_SOUND_VOLUME 50
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#define BLOCK_SOUND_VOLUME 70
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#define YEET_SOUND_VOLUME 90
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#define AMBIENCE_GENERIC "generic"
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#define AMBIENCE_HOLY "holy"
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#define AMBIENCE_DANGER "danger"
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#define AMBIENCE_RUINS "ruins"
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#define AMBIENCE_ENGI "engi"
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#define AMBIENCE_MINING "mining"
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#define AMBIENCE_ICEMOON "icemoon"
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#define AMBIENCE_MEDICAL "med"
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#define AMBIENCE_VIROLOGY "viro"
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#define AMBIENCE_SPOOKY "spooky"
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#define AMBIENCE_SPACE "space"
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#define AMBIENCE_MAINT "maint"
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#define AMBIENCE_AWAY "away"
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#define AMBIENCE_REEBE "reebe" //unused
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#define AMBIENCE_CREEPY "creepy" //not to be confused with spooky
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//default byond sound environments
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#define SOUND_ENVIRONMENT_NONE -1
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#define SOUND_ENVIRONMENT_GENERIC 0
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#define SOUND_ENVIRONMENT_PADDED_CELL 1
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#define SOUND_ENVIRONMENT_ROOM 2
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#define SOUND_ENVIRONMENT_BATHROOM 3
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#define SOUND_ENVIRONMENT_LIVINGROOM 4
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#define SOUND_ENVIRONMENT_STONEROOM 5
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#define SOUND_ENVIRONMENT_AUDITORIUM 6
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#define SOUND_ENVIRONMENT_CONCERT_HALL 7
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#define SOUND_ENVIRONMENT_CAVE 8
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#define SOUND_ENVIRONMENT_ARENA 9
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#define SOUND_ENVIRONMENT_HANGAR 10
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#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
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#define SOUND_ENVIRONMENT_HALLWAY 12
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#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
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#define SOUND_ENVIRONMENT_ALLEY 14
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#define SOUND_ENVIRONMENT_FOREST 15
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#define SOUND_ENVIRONMENT_CITY 16
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#define SOUND_ENVIRONMENT_MOUNTAINS 17
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#define SOUND_ENVIRONMENT_QUARRY 18
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#define SOUND_ENVIRONMENT_PLAIN 19
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#define SOUND_ENVIRONMENT_PARKING_LOT 20
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#define SOUND_ENVIRONMENT_SEWER_PIPE 21
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#define SOUND_ENVIRONMENT_UNDERWATER 22
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#define SOUND_ENVIRONMENT_DRUGGED 23
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#define SOUND_ENVIRONMENT_DIZZY 24
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#define SOUND_ENVIRONMENT_PSYCHOTIC 25
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//If we ever make custom ones add them here
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#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)
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//"sound areas": easy way of keeping different types of areas consistent.
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#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
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#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
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#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
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#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
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#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
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#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
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#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
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#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
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#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
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#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
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#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
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///Announcer audio keys
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#define ANNOUNCER_AIMALF "announcer_aimalf"
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#define ANNOUNCER_ALIENS "announcer_aliens"
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#define ANNOUNCER_ANIMES "announcer_animes"
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#define ANNOUNCER_GRANOMALIES "announcer_granomalies"
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#define ANNOUNCER_INTERCEPT "announcer_intercept"
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#define ANNOUNCER_IONSTORM "announcer_ionstorm"
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#define ANNOUNCER_METEORS "announcer_meteors"
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#define ANNOUNCER_OUTBREAK5 "announcer_outbreak5"
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#define ANNOUNCER_OUTBREAK7 "announcer_outbreak7"
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#define ANNOUNCER_POWEROFF "announcer_poweroff"
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#define ANNOUNCER_POWERON "announcer_poweron"
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#define ANNOUNCER_RADIATION "announcer_radiation"
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#define ANNOUNCER_SHUTTLECALLED "announcer_shuttlecalled"
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#define ANNOUNCER_SHUTTLEDOCK "announcer_shuttledock"
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#define ANNOUNCER_SHUTTLERECALLED "announcer_shuttlerecalled"
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#define ANNOUNCER_SPANOMALIES "announcer_spanomalies"
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//SKYRAT EDIT ADDITION BEGIN
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#define ANNOUNCER_SHUTTLELEFT "announcer_shuttleleft"
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#define ANNOUNCER_CARP "announcer_carp"
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#define ANNOUNCER_VORTEXANOMALIES "announcer_vortexanomalies"
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#define ANNOUNCER_ANOMALIES "announcer_anomalies"
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#define ANNOUNCER_CAPTAIN "announcer_captain"
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#define ANNOUNCER_MASSIVEBSPACEANOMALIES "announcer_massivebspaceanomalies"
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#define ANNOUNCER_TRANSLOCATION "announcer_translocation"
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#define ANNOUNCER_PYROANOMALIES "announcer_pyroanomalies"
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#define ANNOUNCER_FLUXANOMALIES "announcer_fluxanomalies"
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#define ANNOUNCER_GRAVANOMALIES "announcer_gravanomalies"
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#define ANNOUNCER_GRAVGENON "announcer_gravgenon"
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#define ANNOUNCER_GRAVGENOFF "announcer_gravgenoff"
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#define ANNOUNCER_GREYTIDE "announcer_greytide"
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#define ANNOUNCER_COMMSBLACKOUT "announcer_commsblackout"
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#define ANNOUNCER_ELECTRICALSTORM "announcer_electricalstorm"
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#define ANNOUNCER_BRANDINTELLIGENCE "announcer_brandintelligence"
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#define ANNOUNCER_RADIATIONPASSED "announcer_radiationpasssed"
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#define ANNOUNCER_BLUESPACEARTY "announcer_bluespacearty"
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#define ANNOUNCER_SPOOKY "announcer_spooky"
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#define ANNOUNCER_ERTYES "announcer_ertyes"
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#define ANNOUNCER_MUTANTS "announcer_mutants"
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#define ANNOUNCER_KLAXON "announcer_klaxon"
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#define ANNOUNCER_ICARUS "announcer_icarus"
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#define ANNOUNCER_NRI_RAIDERS "announcer_nri_raiders"
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#define ANNOUNCER_OUTBREAK6 "announcer_outbreak6"
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#define ANNOUNCER_DEPARTMENTAL "announcer_departmental"
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#define ANNOUNCER_SHUTTLE "announcer_shuttle"
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//SKYRAT EDIT END
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// BUBBER EDIT ADDITION BEGIN
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#define ANNOUNCER_GRAVGENBLACKOUT "announcer_gravgenblackout"
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#define ANNOUNCER_METEORWARNING "announcer_meteorwarning"
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// BUBBER EDIT ADDITION END
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/// Global list of all of our announcer keys.
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GLOBAL_LIST_INIT(announcer_keys, list(
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ANNOUNCER_AIMALF,
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ANNOUNCER_ALIENS,
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ANNOUNCER_ANIMES,
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ANNOUNCER_GRANOMALIES,
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ANNOUNCER_INTERCEPT,
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ANNOUNCER_IONSTORM,
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ANNOUNCER_METEORS,
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ANNOUNCER_OUTBREAK5,
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ANNOUNCER_OUTBREAK7,
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ANNOUNCER_POWEROFF,
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ANNOUNCER_POWERON,
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ANNOUNCER_RADIATION,
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ANNOUNCER_SHUTTLECALLED,
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ANNOUNCER_SHUTTLEDOCK,
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ANNOUNCER_SHUTTLERECALLED,
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ANNOUNCER_SPANOMALIES,
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//SKYRAT EDIT ADDITION BEGIN
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ANNOUNCER_SHUTTLELEFT,
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ANNOUNCER_CARP,
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ANNOUNCER_VORTEXANOMALIES,
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ANNOUNCER_CAPTAIN,
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ANNOUNCER_MASSIVEBSPACEANOMALIES,
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ANNOUNCER_TRANSLOCATION,
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ANNOUNCER_PYROANOMALIES,
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ANNOUNCER_FLUXANOMALIES,
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ANNOUNCER_GRAVANOMALIES,
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ANNOUNCER_GRAVGENON,
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ANNOUNCER_GRAVGENOFF,
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ANNOUNCER_GREYTIDE,
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ANNOUNCER_COMMSBLACKOUT,
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ANNOUNCER_ELECTRICALSTORM,
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ANNOUNCER_BRANDINTELLIGENCE,
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ANNOUNCER_RADIATIONPASSED,
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ANNOUNCER_BLUESPACEARTY,
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ANNOUNCER_SPOOKY,
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ANNOUNCER_ERTYES,
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ANNOUNCER_MUTANTS,
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ANNOUNCER_KLAXON,
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ANNOUNCER_ICARUS,
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ANNOUNCER_NRI_RAIDERS,
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ANNOUNCER_OUTBREAK6,
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//SKYRAT EDIT END
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// BUBBER EDIT ADDITION BEGIN
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ANNOUNCER_GRAVGENBLACKOUT,
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ANNOUNCER_METEORWARNING,
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// BUBBER EDIT ADDITION END
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))
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/**
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# assoc list of datum by key
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* k = SFX_KEY (see below)
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* v = singleton sound_effect datum ref
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* initialized in SSsounds init
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*/
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GLOBAL_LIST_EMPTY(sfx_datum_by_key)
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/* List of all of our sound keys.
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used with /datum/sound_effect as the key
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see code\game\sound_keys.dm
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*/
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#define SFX_BODYFALL "bodyfall"
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#define SFX_BULLET_MISS "bullet_miss"
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#define SFX_CAN_OPEN "can_open"
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#define SFX_CLOWN_STEP "clown_step"
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#define SFX_DESECRATION "desecration"
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#define SFX_EXPLOSION "explosion"
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#define SFX_EXPLOSION_CREAKING "explosion_creaking"
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#define SFX_HISS "hiss"
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#define SFX_HONKBOT_E "honkbot_e"
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#define SFX_GOOSE "goose"
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#define SFX_HULL_CREAKING "hull_creaking"
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#define SFX_HYPERTORUS_CALM "hypertorus_calm"
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#define SFX_HYPERTORUS_MELTING "hypertorus_melting"
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#define SFX_IM_HERE "im_here"
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#define SFX_LAW "law"
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#define SFX_PAGE_TURN "page_turn"
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#define SFX_PUNCH "punch"
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#define SFX_REVOLVER_SPIN "revolver_spin"
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#define SFX_RICOCHET "ricochet"
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#define SFX_RUSTLE "rustle"
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#define SFX_SHATTER "shatter"
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#define SFX_SM_CALM "sm_calm"
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#define SFX_SM_DELAM "sm_delam"
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#define SFX_SPARKS "sparks"
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#define SFX_SUIT_STEP "suit_step"
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#define SFX_SWING_HIT "swing_hit"
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#define SFX_TERMINAL_TYPE "terminal_type"
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#define SFX_WARPSPEED "warpspeed"
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#define SFX_CRUNCHY_BUSH_WHACK "crunchy_bush_whack"
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#define SFX_TREE_CHOP "tree_chop"
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#define SFX_ROCK_TAP "rock_tap"
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#define SFX_SEAR "sear"
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#define SFX_REEL "reel"
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#define SFX_RATTLE "rattle"
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#define SFX_PORTAL_ENTER "portal_enter"
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#define SFX_PORTAL_CLOSE "portal_closed"
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#define SFX_PORTAL_CREATED "portal_created"
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#define SFX_SCREECH "screech"
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#define SFX_TOOL_SWITCH "tool_switch"
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#define SFX_KEYBOARD_CLICKS "keyboard_clicks"
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#define SFX_STONE_DROP "stone_drop"
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#define SFX_STONE_PICKUP "stone_pickup"
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#define SFX_MUFFLED_SPEECH "muffspeech"
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#define SFX_DEFAULT_FISH_SLAP "default_fish_slap"
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#define SFX_ALT_FISH_SLAP "alt_fish_slap"
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#define SFX_FISH_PICKUP "fish_pickup"
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#define SFX_CAT_MEOW "cat_meow"
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#define SFX_CAT_PURR "cat_purr"
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#define SFX_LIQUID_POUR "liquid_pour"
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#define SFX_SNORE_FEMALE "snore_female"
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#define SFX_SNORE_MALE "snore_male"
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#define SFX_PLASTIC_BOTTLE_LIQUID_SLOSH "plastic_bottle_liquid_slosh"
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#define SFX_DEFAULT_LIQUID_SLOSH "default_liquid_slosh"
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#define SFX_PLATE_ARMOR_RUSTLE "plate_armor_rustle"
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#define SFX_PIG_OINK "pig_oink"
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#define SFX_VISOR_UP "visor_up"
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#define SFX_VISOR_DOWN "visor_down"
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#define SFX_SIZZLE "sizzle"
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#define SFX_GROWL "growl"
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#define SFX_POLAROID "polaroid"
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#define SFX_HALLUCINATION_TURN_AROUND "hallucination_turn_around"
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#define SFX_HALLUCINATION_I_SEE_YOU "hallucination_i_see_you"
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#define SFX_HALLUCINATION_OVER_HERE "hallucination_over_here"
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#define SFX_HALLUCINATION_I_M_HERE "hallucination_i_m_here"
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#define SFX_VOID_DEFLECT "void_deflect"
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#define SFX_LOW_HISS "low_hiss"
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#define SFX_INDUSTRIAL_SCAN "industrial_scan"
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#define SFX_MALE_SIGH "male_sigh"
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#define SFX_FEMALE_SIGH "female_sigh"
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#define SFX_WRITING_PEN "writing_pen"
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#define SFX_CLOWN_CAR_LOAD "clown_car_load"
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#define SFX_SEATBELT_BUCKLE "buckle"
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#define SFX_SEATBELT_UNBUCKLE "unbuckle"
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#define SFX_HEADSET_EQUIP "headset_equip"
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#define SFX_HEADSET_PICKUP "headset_pickup"
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#define SFX_BANDAGE_BEGIN "bandage_begin"
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#define SFX_BANDAGE_END "bandage_end"
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#define SFX_CLOTH_DROP "cloth_drop"
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#define SFX_CLOTH_PICKUP "cloth_pickup"
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#define SFX_SUTURE_BEGIN "suture_begin"
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#define SFX_SUTURE_CONTINUOUS "suture_continuous"
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#define SFX_SUTURE_END "suture_end"
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#define SFX_SUTURE_PICKUP "suture_pickup"
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#define SFX_SUTURE_DROP "suture_drop"
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#define SFX_REGEN_MESH_BEGIN "regen_mesh_begin"
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#define SFX_REGEN_MESH_CONTINUOUS "regen_mesh_continuous"
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#define SFX_REGEN_MESH_END "regen_mesh_end"
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#define SFX_REGEN_MESH_PICKUP "regen_mesh_pickup"
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#define SFX_REGEN_MESH_DROP "regen_mesh_drop"
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#define SFX_CIG_PACK_DROP "cig_pack_drop"
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#define SFX_CIG_PACK_INSERT "cig_pack_insert"
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#define SFX_CIG_PACK_PICKUP "cig_pack_pickup"
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#define SFX_CIG_PACK_RUSTLE "cig_pack_rustle"
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#define SFX_CIG_PACK_THROW_DROP "cig_pack_throw_drop"
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#define SFX_RORO_WARBLE "roro_warble"
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#define SFX_POTTED_PLANT_PICKUP "potted_plant_pickup"
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#define SFX_POTTED_PLANT_DROP "potted_plant_drop"
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#define SFX_GOGGLES_PICKUP "goggles_pickup"
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#define SFX_GOGGLES_DROP "goggles_drop"
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#define SFX_GOGGLES_EQUIP "goggles_equip"
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#define SFX_GLASSES_PICKUP "glasses_pickup"
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#define SFX_GLASSES_DROP "glasses_drop"
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#define SFX_GLASSES_EQUIP "glasses_equip"
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#define SFX_FOOD_PLATE_PICKUP "food_plate_pickup"
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#define SFX_FOOD_PLATE_DROP "food_plate_drop"
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#define SFX_TRAY_PICKUP "tray_pickup"
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#define SFX_TRAY_DROP "tray_drop"
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#define SFX_TRAY_INSERT "tray_insert"
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#define SFX_CUTLERY_PICKUP "generic_cutlery_pickup"
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#define SFX_CUTLERY_DROP "generic_cutlery_drop"
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#define SFX_KNIFE_PICKUP "knife_pickup"
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#define SFX_KNIFE_DROP "knife_drop"
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#define SFX_KNIFE_SLICE "knife_slice"
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#define SFX_POT_PICKUP "pot_pickup"
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#define SFX_POT_DROP "pot_drop"
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#define SFX_ROLLING_PIN_PICKUP "rolling_pin_pickup"
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#define SFX_ROLLING_PIN_DROP "rolling_pin_drop"
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#define SFX_ROLLING_PIN_ROLLING "rolling_pin_rolling"
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#define SFX_FIRE_MODE_SWITCH "fire_mode_switch"
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#define SFX_REMOTE_MODE_SWITCH "remote_mode_switch"
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#define SFX_REMOTE_ACTION "remote_action"
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#define SFX_GAS_MASK_PICKUP "gas_mask_pickup"
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#define SFX_GAS_MASK_DROP "gas_mask_drop"
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#define SFX_GAS_MASK_EQUIP "gas_mask_equip"
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#define SFX_GENERIC_DEVICE_PICKUP "generic_device_pickup"
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#define SFX_GENERIC_DEVICE_DROP "generic_device_drop"
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#define SFX_HARD_HAT_PICKUP "hard_hat_pickup"
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#define SFX_HARD_HAT_DROP "hard_hat_drop"
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#define SFX_HARD_HAT_EQUIP "hard_hat_equip"
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// Standard is 44.1khz
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#define MIN_EMOTE_PITCH 40000
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#define MAX_EMOTE_PITCH 48000
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// ~0.6 - 1.4 at 0.12
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#define EMOTE_TTS_PITCH_MULTIPLIER 0.12
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