mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Ports musical instruments from /tg/
This commit is contained in:
@@ -6,6 +6,10 @@
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#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
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/// Signifies that this proc is used to handle signals.
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/// Every proc you pass to RegisterSignal must have this.
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#define SIGNAL_HANDLER SHOULD_NOT_SLEEP(TRUE)
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/// A wrapper for _AddElement that allows us to pretend we're using normal named arguments
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#define AddElement(arguments...) _AddElement(list(##arguments))
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/// A wrapper for _RemoveElement that allows us to pretend we're using normal named arguments
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24
code/__defines/instruments.dm
Normal file
24
code/__defines/instruments.dm
Normal file
@@ -0,0 +1,24 @@
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#define INSTRUMENT_MIN_OCTAVE 1
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#define INSTRUMENT_MAX_OCTAVE 9
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#define INSTRUMENT_MIN_KEY 0
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#define INSTRUMENT_MAX_KEY 127
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/// Max number of playing notes per instrument.
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#define CHANNELS_PER_INSTRUMENT 128
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/// Maximum length a note should ever go for
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#define INSTRUMENT_MAX_TOTAL_SUSTAIN (5 SECONDS)
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/// These are per decisecond.
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#define INSTRUMENT_EXP_FALLOFF_MIN 1.025 //100/(1.025^50) calculated for [INSTRUMENT_MIN_SUSTAIN_DROPOFF] to be 30.
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#define INSTRUMENT_EXP_FALLOFF_MAX 10
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/// Minimum volume for when the sound is considered dead.
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#define INSTRUMENT_MIN_SUSTAIN_DROPOFF 0
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#define SUSTAIN_LINEAR 1
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#define SUSTAIN_EXPONENTIAL 2
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// /datum/instrument instrument_flags
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#define INSTRUMENT_LEGACY (1<<0) //Legacy instrument. Implies INSTRUMENT_DO_NOT_AUTOSAMPLE
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#define INSTRUMENT_DO_NOT_AUTOSAMPLE (1<<1) //Do not automatically sample
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@@ -423,6 +423,7 @@ GLOBAL_LIST_EMPTY(##LIST_NAME);\
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#define VOLUME_CHANNEL_ALARMS "Alarms"
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#define VOLUME_CHANNEL_VORE "Vore"
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#define VOLUME_CHANNEL_DOORS "Doors"
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#define VOLUME_CHANNEL_INSTRUMENTS "Instruments"
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// Make sure you update this or clients won't be able to adjust the channel
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GLOBAL_LIST_INIT(all_volume_channels, list(
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@@ -431,6 +432,7 @@ GLOBAL_LIST_INIT(all_volume_channels, list(
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VOLUME_CHANNEL_ALARMS,
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VOLUME_CHANNEL_VORE,
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VOLUME_CHANNEL_DOORS,
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VOLUME_CHANNEL_INSTRUMENTS
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))
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#define APPEARANCECHANGER_CHANGED_RACE "Race"
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable 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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@@ -233,3 +234,456 @@
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'sound/ambience/engineering/engineering3.ogg',\
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'sound/ambience/atmospherics/atmospherics1.ogg'\
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)
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||||||| parent of db274375dc... Merge pull request #10518 from VOREStation/Arokha/instrumental
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//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable 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_AMBIENCE_FORCED 1019
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#define CHANNEL_AMBIENCE 1018
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#define CHANNEL_BUZZ 1017
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#define CHANNEL_BICYCLE 1016
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#define CHANNEL_PREYLOOP 1015 //VORESTATION ADD - Fancy Sound Loop channel
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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 1014 //VORESTATION EDIT - Fancy Sound Loop channel from 1015
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#define SOUND_MINIMUM_PRESSURE 10
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#define FALLOFF_SOUNDS 0.5
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//Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more.
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#define GENERIC 0
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#define PADDED_CELL 1
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#define ROOM 2
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#define BATHROOM 3
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#define LIVINGROOM 4
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#define STONEROOM 5
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#define AUDITORIUM 6
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#define CONCERT_HALL 7
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#define CAVE 8
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#define ARENA 9
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#define HANGAR 10
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#define CARPETED_HALLWAY 11
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#define HALLWAY 12
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#define STONE_CORRIDOR 13
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#define ALLEY 14
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#define FOREST 15
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#define CITY 16
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#define MOUNTAINS 17
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#define QUARRY 18
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#define PLAIN 19
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#define PARKING_LOT 20
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#define SEWER_PIPE 21
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#define UNDERWATER 22
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#define DRUGGED 23
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#define DIZZY 24
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#define PSYCHOTIC 25
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#define STANDARD_STATION STONEROOM
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#define LARGE_ENCLOSED HANGAR
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#define SMALL_ENCLOSED BATHROOM
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#define TUNNEL_ENCLOSED CAVE
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#define LARGE_SOFTFLOOR CARPETED_HALLWAY
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#define MEDIUM_SOFTFLOOR LIVINGROOM
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#define SMALL_SOFTFLOOR ROOM
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#define ASTEROID CAVE
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#define SPACE UNDERWATER
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// Ambience presets.
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// All you need to do to make an area play one of these is set their ambience var to one of these lists.
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// You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization.
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// For weird alien places like the crashed UFO.
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#define AMBIENCE_OTHERWORLDLY list(\
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'sound/ambience/otherworldly/otherworldly1.ogg',\
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'sound/ambience/otherworldly/otherworldly2.ogg',\
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'sound/ambience/otherworldly/otherworldly3.ogg'\
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)
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// Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc.
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#define AMBIENCE_HIGHSEC list(\
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'sound/ambience/highsec/highsec1.ogg',\
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'sound/ambience/highsec/highsec2.ogg',\
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'sound/ambience/highsec/highsec3.ogg',\
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'sound/ambience/highsec/highsec4.ogg'\
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)
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// Ruined structures found on the surface or in the caves.
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#define AMBIENCE_RUINS list(\
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'sound/ambience/ruins/ruins1.ogg',\
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'sound/ambience/ruins/ruins2.ogg',\
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'sound/ambience/ruins/ruins3.ogg',\
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'sound/ambience/ruins/ruins4.ogg',\
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'sound/ambience/ruins/ruins5.ogg',\
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'sound/ambience/ruins/ruins6.ogg'\
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)
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// Similar to the above, but for more technology/signaling based ruins.
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#define AMBIENCE_TECH_RUINS list(\
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'sound/ambience/tech_ruins/tech_ruins1.ogg',\
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'sound/ambience/tech_ruins/tech_ruins2.ogg',\
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'sound/ambience/tech_ruins/tech_ruins3.ogg'\
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)
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// The actual chapel room, and maybe some other places of worship.
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#define AMBIENCE_CHAPEL list(\
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'sound/ambience/chapel/chapel1.ogg',\
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'sound/ambience/chapel/chapel2.ogg',\
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'sound/ambience/chapel/chapel3.ogg',\
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'sound/ambience/chapel/chapel4.ogg'\
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)
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// For peaceful, serene areas, distinct from the Chapel.
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#define AMBIENCE_HOLY list(\
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'sound/ambience/holy/holy1.ogg',\
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'sound/ambience/holy/holy2.ogg'\
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)
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// Generic sounds for less special rooms.
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#define AMBIENCE_GENERIC list(\
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'sound/ambience/generic/generic1.ogg',\
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'sound/ambience/generic/generic2.ogg',\
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'sound/ambience/generic/generic3.ogg'\
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)
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// 'sound/ambience/generic/generic4.ogg'
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// Sounds of PA announcements, presumably involving shuttles?
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#define AMBIENCE_ARRIVALS list(\
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'sound/ambience/arrivals/arrivals1.ogg',\
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'sound/ambience/arrivals/arrivals2.ogg',\
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'sound/ambience/arrivals/arrivals3.ogg',\
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'sound/ambience/arrivals/arrivals4.ogg',\
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'sound/ambience/arrivals/arrivals5.ogg',\
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'sound/ambience/arrivals/arrivals6.ogg',\
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'sound/ambience/arrivals/arrivals7.ogg'\
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)
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// Sounds suitable for being inside dark, tight corridors in the underbelly of the station.
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#define AMBIENCE_MAINTENANCE list(\
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'sound/ambience/maintenance/maintenance1.ogg',\
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'sound/ambience/maintenance/maintenance2.ogg',\
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'sound/ambience/maintenance/maintenance3.ogg',\
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'sound/ambience/maintenance/maintenance4.ogg',\
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'sound/ambience/maintenance/maintenance5.ogg',\
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'sound/ambience/maintenance/maintenance6.ogg',\
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'sound/ambience/maintenance/maintenance7.ogg',\
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'sound/ambience/maintenance/maintenance8.ogg',\
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'sound/ambience/maintenance/maintenance9.ogg'\
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)
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// Life support machinery at work, keeping everyone breathing.
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#define AMBIENCE_ENGINEERING list(\
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'sound/ambience/engineering/engineering1.ogg',\
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'sound/ambience/engineering/engineering2.ogg',\
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'sound/ambience/engineering/engineering3.ogg'\
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)
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// Creepy AI/borg stuff.
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#define AMBIENCE_AI list(\
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'sound/ambience/ai/ai1.ogg',\
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'sound/ambience/ai/ai2.ogg',\
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'sound/ambience/ai/ai3.ogg'\
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)
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// Peaceful sounds when floating in the void.
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#define AMBIENCE_SPACE list(\
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'sound/ambience/space/space_serithi.ogg',\
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'sound/ambience/space/space1.ogg'\
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)
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// Vaguely spooky sounds when around dead things.
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#define AMBIENCE_GHOSTLY list(\
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'sound/ambience/ghostly/ghostly1.ogg',\
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'sound/ambience/ghostly/ghostly2.ogg'\
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)
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// Concerning sounds, for when one discovers something horrible happened in a PoI.
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#define AMBIENCE_FOREBODING list(\
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'sound/ambience/foreboding/foreboding1.ogg',\
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'sound/ambience/foreboding/foreboding2.ogg',\
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'sound/ambience/foreboding/foreboding3.ogg',\
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'sound/ambience/foreboding/foreboding4.ogg',\
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'sound/ambience/foreboding/foreboding5.ogg',\
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'sound/ambience/foreboding/foreboding6.ogg'\
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)
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// Ambience heard when aboveground on Sif and not in a Point of Interest.
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#define AMBIENCE_SIF list(\
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'sound/ambience/sif/sif1.ogg'\
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)
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// If we ever add geothermal PoIs or other places that are really hot, this will do.
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#define AMBIENCE_LAVA list(\
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'sound/ambience/lava/lava1.ogg'\
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)
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// Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual.
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#define AMBIENCE_UNHOLY list(\
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'sound/ambience/unholy/unholy1.ogg'\
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)
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// For the memes.
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#define AMBIENCE_AESTHETIC list(\
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'sound/ambience/vaporwave.ogg'\
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)
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#define AMBIENCE_OUTPOST list(\
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'sound/ambience/expoutpost/expoutpost1.ogg',\
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'sound/ambience/expoutpost/expoutpost2.ogg',\
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'sound/ambience/expoutpost/expoutpost3.ogg',\
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'sound/ambience/expoutpost/expoutpost4.ogg'\
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)
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#define AMBIENCE_SUBSTATION list(\
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'sound/ambience/substation/substation1.ogg',\
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'sound/ambience/substation/substation2.ogg'\
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)
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#define AMBIENCE_HANGAR list(\
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'sound/ambience/hangar/hangar1.ogg',\
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'sound/ambience/hangar/hangar2.ogg',\
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'sound/ambience/hangar/hangar3.ogg',\
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'sound/ambience/hangar/hangar4.ogg',\
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'sound/ambience/hangar/hangar5.ogg',\
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'sound/ambience/hangar/hangar6.ogg'\
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)
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#define AMBIENCE_ATMOS list(\
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'sound/ambience/engineering/engineering1.ogg',\
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'sound/ambience/engineering/engineering2.ogg',\
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'sound/ambience/engineering/engineering3.ogg',\
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'sound/ambience/atmospherics/atmospherics1.ogg'\
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)
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=======
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//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable 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_AMBIENCE_FORCED 1019
|
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#define CHANNEL_AMBIENCE 1018
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#define CHANNEL_BUZZ 1017
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#define CHANNEL_BICYCLE 1016
|
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#define CHANNEL_PREYLOOP 1015 //VORESTATION ADD - Fancy Sound Loop channel
|
||||
|
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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
|
||||
//KEEP IT UPDATED
|
||||
|
||||
#define CHANNEL_HIGHEST_AVAILABLE 1014 //VORESTATION EDIT - Fancy Sound Loop channel from 1015
|
||||
|
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#define SOUND_MINIMUM_PRESSURE 10
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#define FALLOFF_SOUNDS 0.5
|
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|
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#define MAX_INSTRUMENT_CHANNELS (128 * 6)
|
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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
|
||||
#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 STANDARD_STATION SOUND_ENVIRONMENT_STONEROOM
|
||||
#define LARGE_ENCLOSED SOUND_ENVIRONMENT_HANGAR
|
||||
#define SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
|
||||
#define TUNNEL_ENCLOSED SOUND_ENVIRONMENT_CAVE
|
||||
#define LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
|
||||
#define MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
|
||||
#define SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
|
||||
#define ASTEROID SOUND_ENVIRONMENT_CAVE
|
||||
#define SPACE SOUND_ENVIRONMENT_UNDERWATER
|
||||
|
||||
// Ambience presets.
|
||||
// All you need to do to make an area play one of these is set their ambience var to one of these lists.
|
||||
// You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization.
|
||||
|
||||
// For weird alien places like the crashed UFO.
|
||||
#define AMBIENCE_OTHERWORLDLY list(\
|
||||
'sound/ambience/otherworldly/otherworldly1.ogg',\
|
||||
'sound/ambience/otherworldly/otherworldly2.ogg',\
|
||||
'sound/ambience/otherworldly/otherworldly3.ogg'\
|
||||
)
|
||||
|
||||
// Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc.
|
||||
#define AMBIENCE_HIGHSEC list(\
|
||||
'sound/ambience/highsec/highsec1.ogg',\
|
||||
'sound/ambience/highsec/highsec2.ogg',\
|
||||
'sound/ambience/highsec/highsec3.ogg',\
|
||||
'sound/ambience/highsec/highsec4.ogg'\
|
||||
)
|
||||
|
||||
// Ruined structures found on the surface or in the caves.
|
||||
#define AMBIENCE_RUINS list(\
|
||||
'sound/ambience/ruins/ruins1.ogg',\
|
||||
'sound/ambience/ruins/ruins2.ogg',\
|
||||
'sound/ambience/ruins/ruins3.ogg',\
|
||||
'sound/ambience/ruins/ruins4.ogg',\
|
||||
'sound/ambience/ruins/ruins5.ogg',\
|
||||
'sound/ambience/ruins/ruins6.ogg'\
|
||||
)
|
||||
|
||||
// Similar to the above, but for more technology/signaling based ruins.
|
||||
#define AMBIENCE_TECH_RUINS list(\
|
||||
'sound/ambience/tech_ruins/tech_ruins1.ogg',\
|
||||
'sound/ambience/tech_ruins/tech_ruins2.ogg',\
|
||||
'sound/ambience/tech_ruins/tech_ruins3.ogg'\
|
||||
)
|
||||
|
||||
// The actual chapel room, and maybe some other places of worship.
|
||||
#define AMBIENCE_CHAPEL list(\
|
||||
'sound/ambience/chapel/chapel1.ogg',\
|
||||
'sound/ambience/chapel/chapel2.ogg',\
|
||||
'sound/ambience/chapel/chapel3.ogg',\
|
||||
'sound/ambience/chapel/chapel4.ogg'\
|
||||
)
|
||||
|
||||
// For peaceful, serene areas, distinct from the Chapel.
|
||||
#define AMBIENCE_HOLY list(\
|
||||
'sound/ambience/holy/holy1.ogg',\
|
||||
'sound/ambience/holy/holy2.ogg'\
|
||||
)
|
||||
|
||||
// Generic sounds for less special rooms.
|
||||
#define AMBIENCE_GENERIC list(\
|
||||
'sound/ambience/generic/generic1.ogg',\
|
||||
'sound/ambience/generic/generic2.ogg',\
|
||||
'sound/ambience/generic/generic3.ogg'\
|
||||
)
|
||||
// 'sound/ambience/generic/generic4.ogg'
|
||||
|
||||
// Sounds of PA announcements, presumably involving shuttles?
|
||||
#define AMBIENCE_ARRIVALS list(\
|
||||
'sound/ambience/arrivals/arrivals1.ogg',\
|
||||
'sound/ambience/arrivals/arrivals2.ogg',\
|
||||
'sound/ambience/arrivals/arrivals3.ogg',\
|
||||
'sound/ambience/arrivals/arrivals4.ogg',\
|
||||
'sound/ambience/arrivals/arrivals5.ogg',\
|
||||
'sound/ambience/arrivals/arrivals6.ogg',\
|
||||
'sound/ambience/arrivals/arrivals7.ogg'\
|
||||
)
|
||||
|
||||
// Sounds suitable for being inside dark, tight corridors in the underbelly of the station.
|
||||
#define AMBIENCE_MAINTENANCE list(\
|
||||
'sound/ambience/maintenance/maintenance1.ogg',\
|
||||
'sound/ambience/maintenance/maintenance2.ogg',\
|
||||
'sound/ambience/maintenance/maintenance3.ogg',\
|
||||
'sound/ambience/maintenance/maintenance4.ogg',\
|
||||
'sound/ambience/maintenance/maintenance5.ogg',\
|
||||
'sound/ambience/maintenance/maintenance6.ogg',\
|
||||
'sound/ambience/maintenance/maintenance7.ogg',\
|
||||
'sound/ambience/maintenance/maintenance8.ogg',\
|
||||
'sound/ambience/maintenance/maintenance9.ogg'\
|
||||
)
|
||||
|
||||
// Life support machinery at work, keeping everyone breathing.
|
||||
#define AMBIENCE_ENGINEERING list(\
|
||||
'sound/ambience/engineering/engineering1.ogg',\
|
||||
'sound/ambience/engineering/engineering2.ogg',\
|
||||
'sound/ambience/engineering/engineering3.ogg'\
|
||||
)
|
||||
|
||||
// Creepy AI/borg stuff.
|
||||
#define AMBIENCE_AI list(\
|
||||
'sound/ambience/ai/ai1.ogg',\
|
||||
'sound/ambience/ai/ai2.ogg',\
|
||||
'sound/ambience/ai/ai3.ogg'\
|
||||
)
|
||||
|
||||
// Peaceful sounds when floating in the void.
|
||||
#define AMBIENCE_SPACE list(\
|
||||
'sound/ambience/space/space_serithi.ogg',\
|
||||
'sound/ambience/space/space1.ogg'\
|
||||
)
|
||||
|
||||
// Vaguely spooky sounds when around dead things.
|
||||
#define AMBIENCE_GHOSTLY list(\
|
||||
'sound/ambience/ghostly/ghostly1.ogg',\
|
||||
'sound/ambience/ghostly/ghostly2.ogg'\
|
||||
)
|
||||
|
||||
// Concerning sounds, for when one discovers something horrible happened in a PoI.
|
||||
#define AMBIENCE_FOREBODING list(\
|
||||
'sound/ambience/foreboding/foreboding1.ogg',\
|
||||
'sound/ambience/foreboding/foreboding2.ogg',\
|
||||
'sound/ambience/foreboding/foreboding3.ogg',\
|
||||
'sound/ambience/foreboding/foreboding4.ogg',\
|
||||
'sound/ambience/foreboding/foreboding5.ogg',\
|
||||
'sound/ambience/foreboding/foreboding6.ogg'\
|
||||
)
|
||||
|
||||
// Ambience heard when aboveground on Sif and not in a Point of Interest.
|
||||
#define AMBIENCE_SIF list(\
|
||||
'sound/ambience/sif/sif1.ogg'\
|
||||
)
|
||||
|
||||
// If we ever add geothermal PoIs or other places that are really hot, this will do.
|
||||
#define AMBIENCE_LAVA list(\
|
||||
'sound/ambience/lava/lava1.ogg'\
|
||||
)
|
||||
|
||||
// Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual.
|
||||
#define AMBIENCE_UNHOLY list(\
|
||||
'sound/ambience/unholy/unholy1.ogg'\
|
||||
)
|
||||
|
||||
// For the memes.
|
||||
#define AMBIENCE_AESTHETIC list(\
|
||||
'sound/ambience/vaporwave.ogg'\
|
||||
)
|
||||
|
||||
#define AMBIENCE_OUTPOST list(\
|
||||
'sound/ambience/expoutpost/expoutpost1.ogg',\
|
||||
'sound/ambience/expoutpost/expoutpost2.ogg',\
|
||||
'sound/ambience/expoutpost/expoutpost3.ogg',\
|
||||
'sound/ambience/expoutpost/expoutpost4.ogg'\
|
||||
)
|
||||
|
||||
#define AMBIENCE_SUBSTATION list(\
|
||||
'sound/ambience/substation/substation1.ogg',\
|
||||
'sound/ambience/substation/substation2.ogg'\
|
||||
)
|
||||
|
||||
#define AMBIENCE_HANGAR list(\
|
||||
'sound/ambience/hangar/hangar1.ogg',\
|
||||
'sound/ambience/hangar/hangar2.ogg',\
|
||||
'sound/ambience/hangar/hangar3.ogg',\
|
||||
'sound/ambience/hangar/hangar4.ogg',\
|
||||
'sound/ambience/hangar/hangar5.ogg',\
|
||||
'sound/ambience/hangar/hangar6.ogg'\
|
||||
)
|
||||
|
||||
#define AMBIENCE_ATMOS list(\
|
||||
'sound/ambience/engineering/engineering1.ogg',\
|
||||
'sound/ambience/engineering/engineering2.ogg',\
|
||||
'sound/ambience/engineering/engineering3.ogg',\
|
||||
'sound/ambience/atmospherics/atmospherics1.ogg'\
|
||||
)
|
||||
>>>>>>> db274375dc... Merge pull request #10518 from VOREStation/Arokha/instrumental
|
||||
|
||||
@@ -58,6 +58,8 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
|
||||
#define INIT_ORDER_CHEMISTRY 35
|
||||
#define INIT_ORDER_SKYBOX 30
|
||||
#define INIT_ORDER_MAPPING 25
|
||||
#define INIT_ORDER_SOUNDS 23
|
||||
#define INIT_ORDER_INSTRUMENTS 22
|
||||
#define INIT_ORDER_DECALS 20
|
||||
#define INIT_ORDER_PLANTS 19 // Must initialize before atoms.
|
||||
#define INIT_ORDER_PLANETS 18
|
||||
@@ -92,8 +94,9 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
|
||||
#define FIRE_PRIORITY_SUPPLY 5
|
||||
#define FIRE_PRIORITY_NIGHTSHIFT 5
|
||||
#define FIRE_PRIORITY_PLANTS 5
|
||||
#define FIRE_PRIORITY_ORBIT 8
|
||||
#define FIRE_PRIORITY_VOTE 9
|
||||
#define FIRE_PRIORITY_ORBIT 7
|
||||
#define FIRE_PRIORITY_VOTE 8
|
||||
#define FIRE_PRIORITY_INSTRUMENTS 9
|
||||
#define FIRE_PRIORITY_AI 10
|
||||
#define FIRE_PRIORITY_GARBAGE 15
|
||||
#define FIRE_PRIORITY_ALARM 20
|
||||
|
||||
Reference in New Issue
Block a user