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* Unique ambience for virology! NOW NOT BROKEN! (#69407) A literal re-upload of #69031 because of that rust DLL problem. I don't wanna fix it the hard way, so easy way it is. About The Pull Request Now virology has a new Plague Inc inspired ambience sound (Made by myself in FL studio so no licensing problems). It has it's own define, and is used in the virology area. There is 3 sounds, you can listen to them there: ambiviro_1.mp4 Each of them weights ~100 KB which is not alot. Why It's Good For The Game First of all, medbay literally only has only one ambient sound, and only 1 area of medbay had unique ambience (Morgue). It's neat to have more areas with unique ambiences, especially when that area on almost every map is seperated from the rest of medbay. With this mysterious ambient, every virologist will feel himself making something dangerous and scary, even if it's a benefical virus. Changelog cl soundadd: Virology got new mysterious ambient sounds. /cl * Unique ambience for virology! NOW NOT BROKEN! Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
230 lines
8.1 KiB
Plaintext
230 lines
8.1 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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/* SKYRAT REMOVAL BEGIN - JUKEBOX - ORIGINAL
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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_AMBIENCE 1019
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#define CHANNEL_BUZZ 1018
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*/ // SKYRAT EDIT END
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#define CHANNEL_TRAITOR 1017
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// SKYRAT EDIT START - JUKEBOX
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#define CHANNEL_JUKEBOX 1021
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#define CHANNEL_JUKEBOX_START 1016
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#define CHANNEL_HEARTBEAT 1015 //sound channel for heartbeats
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#define CHANNEL_AMBIENCE 1014
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#define CHANNEL_BUZZ 1013
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#define CHANNEL_BICYCLE 1012
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#define CHANNEL_MBOX 1011
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#define CHANNEL_HEV 1010
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#define CHANNEL_PCV 1009
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//SKYRAT EDIT CHANGE END
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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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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
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//KEEP IT UPDATED
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#define CHANNEL_HIGHEST_AVAILABLE 1008 //SKYRAT EDIT CHANGE - JUKEBOX > ORIGINAL VALUE 1015
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#define MAX_INSTRUMENT_CHANNELS (128 * 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 EQUIP_SOUND_VOLUME 30
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#define PICKUP_SOUND_VOLUME 15
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#define DROP_SOUND_VOLUME 20
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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_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_CAPTAIN "announcer_captain"
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#define ANNOUNCER_MASSIVEBSPACEANOMALIES "announcer_massivebspaceanomalies"
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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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//SKYRAT EDIT 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_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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//SKYRAT EDIT END
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))
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/// List of all of our sound keys.
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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_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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