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.
This commit is contained in:
Rykka Stormheart
2023-06-15 12:27:23 -07:00
parent d4c5742d6c
commit 1de51fb4b8
50 changed files with 304 additions and 20 deletions
@@ -11,6 +11,8 @@
var/species_sounds = "None" // By default, we have nothing.
var/death_sound_override = null
var/virtual_reality_mob = FALSE // gross boolean for keeping VR mobs in VR
var/datum/looping_sound/mob/on_fire/firesoundloop
var/datum/looping_sound/mob/stunned/stunnedloop
/* // Not sure if needed, screams aren't a carbon thing rn.
var/scream_sound = null
var/female_scream_sound = null
@@ -22,11 +24,23 @@
. = ..()
deaf_loop = new(list(src), FALSE)
firesoundloop = new(list(src), FALSE)
stunnedloop = new(list(src), FALSE)
if(firesoundloop) // Partly safety, partly so we can have different probs for randomization
if(prob(40)) // Randomize our end_sound. Can't really do this easily in looping_sound without some work
if(prob(30))
firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish2.ogg'
else if(prob(20))
firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish3.ogg'
else
firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish4.ogg'
/mob/living/Destroy()
. = ..()
QDEL_NULL(deaf_loop)
QDEL_NULL(firesoundloop)
QDEL_NULL(stunnedloop)
/mob/living/proc/vs_animate(var/belly_to_animate)
return