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Sound Additions + Tweaks
Changes listed below: * Makes Death Sounds mutable on their own audio channel. * Makes Ear Ringing use the HUD Channel for sounds Additions: * [Adds On Fire effect](https://streamable.com/c1fxeo) * Adds Stunned effect(https://streamable.com/v2if0s) * [Adds SMES humming based on power usage in/out. Affected by walls, will only play if in LOS and visible.](https://streamable.com/z41x90) * [Adds Atmos Alerts making a noise on the monitor](https://streamable.com/uhegq6) * [Tcomms + PDA servers hum when powered and active, also respects walls/LOS](https://streamable.com/vb08x1) * [Fridges hum quietly while powered](https://streamable.com/c3zsz7) * [Point Defense turrets now make a sound audible from inside the station when firing, to add more spice to meteor waves.](https://streamable.com/bf8mwl) * Shield Generators now hum when active.
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@@ -11,6 +11,8 @@
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var/species_sounds = "None" // By default, we have nothing.
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var/death_sound_override = null
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var/virtual_reality_mob = FALSE // gross boolean for keeping VR mobs in VR
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var/datum/looping_sound/mob/on_fire/firesoundloop
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var/datum/looping_sound/mob/stunned/stunnedloop
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/* // Not sure if needed, screams aren't a carbon thing rn.
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var/scream_sound = null
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var/female_scream_sound = null
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@@ -22,11 +24,23 @@
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. = ..()
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deaf_loop = new(list(src), FALSE)
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firesoundloop = new(list(src), FALSE)
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stunnedloop = new(list(src), FALSE)
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if(firesoundloop) // Partly safety, partly so we can have different probs for randomization
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if(prob(40)) // Randomize our end_sound. Can't really do this easily in looping_sound without some work
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if(prob(30))
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firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish2.ogg'
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else if(prob(20))
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firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish3.ogg'
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else
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firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish4.ogg'
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/mob/living/Destroy()
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. = ..()
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QDEL_NULL(deaf_loop)
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QDEL_NULL(firesoundloop)
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QDEL_NULL(stunnedloop)
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/mob/living/proc/vs_animate(var/belly_to_animate)
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return
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