- Technical: All sounds are now using a masterlist that is indexed via keypairs, saving on overhead and copypaste.
- Technical continued: Rather than defining sounds per species, go to sound.dm, add a define, following the above, then add your key + pair to species_sounds_map - for instance, `"Mouse" = mouse_sounds`. Easy as that.
- All mobs refer to this list rather than defining their own pain/etc sounds.
- All mobs can override death sounds with death_sound_override set to the sound (or sounds) of their choice.
- Added the following sound options: Lizard, Metroid, Mouse, Raccoon, Slime, Spider, Teshari, Vox, Vulpine, Xeno
- If Species Sound is set to "Unset", it will automatically grab the correct sounds for your gender *and* species, if those exist.
- For developers: set `gender_specific_species_sounds` to TRUE on your species, and set `species_sounds_[gender]` (fill in gender with your chosen gender) for it to fetch these sounds.
- Species can now control the volume that their emote sounds play at. Refer to the added variables in `species.dm` for details.
- Cough/Sneeze/Scream/Pain/Gasp/Death sounds are all now standardized and use the same procs to fetch sounds, cutting down on copy/paste and reducing changes for things to go wrong.
- Fixed multiple smaller bugs, the details of which elude me, in regards to 1.0/Original
- Ported Xeno scream/roar/pain/death sounds from TGMC.
- Deathgasp actually plays your death sound (TBD if this is too spammy).
2.1
- Technical: Fixed a runtime in get_default_species_sounds where it was trying to fetch from dummy mob rather than the player's preferences.
- Fixed an error where chat would not display the "this set does not have 'x' sounds!" message.
Refactors lists into #defines, promptly cries. This part is agony and still worked on.
Simplemobs can play injury sounds as well, selecting a sound based off a global list.
Pain emotes occur based on updatehealth(), with respect to silicons and such.
Pain emotes also occur at a 60% chance on traumatic shock.
Simplemobs can also play death sounds based off the species sounds lists.
Add Mouse, Robotic, Spider, None as options to the voice list.
Fixes runtime/bug with Silicons (borgs) trying to get species var.
This PR adds the following sounds;
Death sounds
Scream sounds
Pain sounds
Gasp sounds
The sounds are organized into a category under character setup - navigate to the VORE tab and select one based on your preference. If Unset, or not chosen, it will default to whatever the icon base is for your species - for instance, Vulpkanin will get the Canine sounds.
Sounds are grouped into 4 major lists so far, with plans for more once I get more files;
Canine (Scream/Gasp/Death/Pain)
Feline (Scream/Gasp/Death/Pain)
Cervine (Scream/Death only)
Generic/Human (Scream/Gasp/Death/Pain)
Vulpkanin use Canine sounds. Tajaran use Feline. Humans get Generic/Human. Cervine is unset on any species, allowed to be taken by customs.
Vox have a pain sound.
This also enables **pain** emotes. These can be manually done with *pain, or triggered automatically on taking an injury. The pain trigger respects species pain mods - for instance, if you have Major Pain Tolerance, you'll hear yourself growl in pain far less than someone who has Intolerance.
Pain is **not** triggered by spicy food or hallucinations, as those two add halloss on directly. Only effects that apply damage will add on pain.
You can test out these sounds in the Character Setup panel. See [here](https://streamable.com/o9wr9g), and here:

A demonstration of human sounds is available [here](https://streamable.com/hqwpel).
Canine sounds [here](https://streamable.com/41d0oj)
Demonstrations of it during combat [here](https://streamable.com/y4nxea) and [here](https://streamable.com/gj2gl3).
These can be muted by navigating to Sound and setting the Mob Injury Sounds variable, seen here:

Species that currently lack sounds have had their audible sounds disabled to prevent jarring human noises from playing on non-human species. This can be overridden upon request, but for now, it will serve as hopeful inspiration to encourage additional files.
Adds a precursor rigsuit called the Xenotech rig, assuming I did the non-code name changes correctly. It's rather resource intensive but overall worth the research and materials.
Double checked the speed, should be fine on normal gygaxes, won't outspeed teshies anymore but are still zoomy. But also gave the AADG meme speed because poor thing needs to keep it.
Tried to nerf the gygax mob's insane freaking speed. They're way too fast, and need curbing. Well, so do player mechas but that is an issue for a more skilled coder or when I have less active projects and more frustration on their stronkness.